126 results on '"Gabrijelčič Tomc, Helena"'
Search Results
2. 3D Visualisation of a Woman’s Folk Costume
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Kočevar, Tanja Nuša, Naglič, Barbara, Gabrijelčič Tomc, Helena, Hutchison, David, Series Editor, Kanade, Takeo, Series Editor, Kittler, Josef, Series Editor, Kleinberg, Jon M., Series Editor, Mattern, Friedemann, Series Editor, Mitchell, John C., Series Editor, Naor, Moni, Series Editor, Pandu Rangan, C., Series Editor, Steffen, Bernhard, Series Editor, Terzopoulos, Demetri, Series Editor, Tygar, Doug, Series Editor, Weikum, Gerhard, Series Editor, and Ioannides, Marinos, editor
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- 2018
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3. Graphic Reconstruction of a Roman Mosaic with Scenes of the Abduction of Europa.
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Oštir, Gregor, Javoršek, Dejana, Stergar, Primož, Kočevar, Tanja Nuša, Nestorović, Aleksandra, and Gabrijelčič Tomc, Helena
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MOSAICS (Art) ,ABDUCTION ,3-D animation ,DIGITAL inclusion ,TOTAL shoulder replacement ,ROMANS - Abstract
Featured Application: The framework of the digital reconstruction of the Roman mosaic with scenes from the abduction of Europa and the inclusion of the digital reconstruction of the mosaic in an interpretive animation for the purpose of exhibition presentation. This paper presents the reconstruction framework of the Roman mosaic with the central scene from the abduction of Europa. The mosaic depicting Europa, discovered in Ptuj (Slovenia) and dated from the second half of the third to the beginning of the fourth century AD, once decorated the representative room of a Roman villa. The experimental section addresses the materials and methods used in the 2D reconstruction of the mosaic, including the creation of line drawings of the mosaic based on the preserved part of the mosaic, photogrammetric acquisition, and the creation and processing of 1:1 raster reconstructions of the entire mosaic. This is followed by color management and interpretation approaches which allow the mosaic elements to be implemented in a 3D animation. The presented approaches could be implemented in the reconstruction process of other mosaics and archaeological objects with adaptations to the specifics of related objects. [ABSTRACT FROM AUTHOR]
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- 2024
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4. Legibility of 3D printed typography at smaller sizes.
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Gabrijelčič Tomc, Helena, Culjkar, Petra, Zupin, Živa, and Možina, Klementina
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COMPUTER software ,USER-centered system design ,EXPERIMENTAL design ,ANALYSIS of variance ,MULTIVARIATE analysis ,COMPUTER peripherals ,SURVEYS ,RESEARCH funding ,VISUAL perception ,THREE-dimensional printing ,WRITTEN communication ,TECHNOLOGY ,READING - Abstract
The aim of the research was to investigate the usability and legibility of 3D printed typeface characters in smaller sizes. In the experimental investigation two software programs for letter modelling, three typefaces, three type sizes, two weight options, and two printing materials were tested. The samples were analysed visually and with image analysis. The legibility tests were conducted in laboratory conditions and testing chamber. The participants were asked to read pangrams and answer close-ended questions. The reading speed and understanding of the text were measured and analysed. It was found that the success of printing parts of letters, as well as their recognition and visual evaluation, is most often influenced by two analysed factors, i.e. weight option and type size, in all three typefaces. We established that the type size is statistically significant, and that the typographic tonal density is influenced by the typeface and the material used. Practitioner summary: The research presents the investigation of usability and legibility of 3D printed typefaces at smaller sizes. Five variables were analysed visually and with image analysis. Typographic tonal density, reading speed, and text comprehension were evaluated. The findings demonstrated that weight option, type size, and material influence the reading speed and text comprehension. Five different parameters were investigated regarding usability of 3D printed typeface. Legibility of different typefaces, weight options, and type sizes were tested. Typographic tonal density was evaluated with image analysis. Print quality of different materials using an FDM technology printer was evaluated. [ABSTRACT FROM AUTHOR]
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- 2023
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5. CIECAM02 and Perception of Colour in 3D Computer Generated Graphics
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Bratuž Nika, Gabrijelčič Tomc Helena, and Javoršek Dejana
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3D računalniška grafika ,CIECAM02 ,Blender ,upodabljanje barve ,Textile bleaching, dyeing, printing, etc. ,TP890-933 - Abstract
Kljub tehnološkemu napredku zadnjih stoletij in desetletij se še vedno soočamo s problematiko prikaza in upodobitve barve v različnih medijih in ohranjanja zaznave barve. Ena od možnosti, za katero se lahko odločimo pri zagotavljanju stalne barvne zaznave, so modeli barvnega zaznavanja. Trenutno je aktualen CIECAM02, ki se še vedno ne uporablja v 3D računalniški grafi ki, s katero se vsak dan srečujemo. Namen raziskave je bil pregled barvnih prostorov v 3D računalniški grafiki, pregled reprodukcije barv in materialov, algoritmov za senčenje ter izbranih sodobnih tehnologij upodabljanja za doseganje korektne končne vizualizacije. V nadaljevanju smo želeli proučiti model barvnega zaznavanja CIECAM02 do te mere, da bi ga lahko uporabili v povezavi s 3D računalniško grafiko. V ta namen smo v programu Blender postavili testno sceno in jo upodobili s tremi upodobljevalniki: Blender Render in Cycles, ki sta že vgrajena, in z dodatkom Yafaray. Izkazalo se je, da CIECAM02 lahko uporabimo tudi v 3D prostoru in da z njegovo uporabo dobimo boljše rezultate ujemanja barv pri spremembi ozadja. Poleg tega smo ugotovili, da barv ne upodabljajo vsi upodobljevalniki enako. Omenjena raziskava je aktualna za vse, ki želijo svoje dvo- ali tridimezionalne izdelke predstaviti s pomočjo 3D računalniške grafike, torej tudi za področje vizualizacij oblačil in tekstilnih izdelkov, ki se uporabljajo pri modnem oblikovanju in oblikovanju interjerjev, avtomobilski, navtični in letalski industriji ter tudi širše, kjer so dovršene 3D vizualizacije tekstilij in oblačil nepogrešljivi element vizualnih in grafičnih komunikacij.
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- 2017
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6. The Role of Light and Shadow in the Perception of Photographs
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Štampfl, Veronika, Gabrijelčič Tomc, Helena, Ahtik, Jure, Štampfl, Veronika, Gabrijelčič Tomc, Helena, and Ahtik, Jure
- Abstract
The photographer's awareness of the light in the scene is the key to good exposure, whether it is technically correct or an expression of creativity. The article deals with the role of light and its absence, shadow, in the field of photography. Several studies from history and the present are presented, linking the perception of light and its shadows from philosophical, artistic and technological points of view, illustrating the vastness and applicability of this field of research. Summarized studies and an eye tracking analysis of shadow perception support the author's claims about the role of light and shadow in the perception of Henri Cartier-Bresson's photographs. It is shown how shadows can reveal more to the viewer about the space surrounding the observed scene, function as individual objects, or even be used creatively to enhance the detection of focus within a photograph.
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- 2023
7. 3D Visualisation of a Woman’s Folk Costume
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Kočevar, Tanja Nuša, primary, Naglič, Barbara, additional, and Gabrijelčič Tomc, Helena, additional
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- 2018
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8. 3D Digital Preservation, Presentation, and Interpretation of Wooden Cultural Heritage on the Example of Sculptures of the FormaViva Kostanjevica Na Krki Collection
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Učakar, Andrej, primary, Sterle, Ana, additional, Vuga, Martina, additional, Trček Pečak, Tamara, additional, Trček, Denis, additional, Ahtik, Jure, additional, Košak, Karin, additional, Muck, Deja, additional, Gabrijelčič Tomc, Helena, additional, and Kočevar, Tanja Nuša, additional
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- 2022
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9. Uporaba novih medijev v narečnem slovaropisju na primeru Slovarja starega orodja v govoru Loškega Potoka
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Smole, Vera, primary, Gabrijelčič Tomc, Helena, additional, and Kavčič, Alenka, additional
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- 2020
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10. "Stories of Montanistika" in the World of Virtual Reality
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Vrhovnik, Blaž, primary, Klobučar, Špela, additional, Hrovat, Petra, additional, Leskovar, Zalka, additional, Šíp, Martin, additional, Brakič, Danej, additional, Perovnik, Lucija, additional, Rožič, Boštjan, additional, Novak, Matevž, additional, Učakar, Andrej, additional, Žvab Rožič, Petra, additional, and Gabrijelčič Tomc, Helena, additional
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- 2020
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11. Stories of Montanistika – experience through comics, AR and VR
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Žvab Rožič, Petra, primary, Novak, Matevž, additional, Rožič, Boštjan, additional, Pušnik, Nace, additional, and Gabrijelčič Tomc, Helena, additional
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- 2020
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12. RockCheck the rocks – innovative pedagogical approaches for active learning about rock
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Žvab Rožič, Petra, primary, Valand, Nina, additional, Gabrijelčič Tomc, Helena, additional, Guna, Jože, additional, Fon, Žiga, additional, and Brajković, Rok, additional
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- 2020
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13. Use of a predictive colour model for managing the colour appearance of two‐colour woven fabrics
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Dimitrovski, Krste, primary, Grmek, Andreja, additional, and Gabrijelčič Tomc, Helena, additional
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- 2020
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14. CIECAM02 pri zaznavanju barv v 3D računalniški grafiki: CIECAM02 and perception of colour in 3D computer generated graphics
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Bratuž, Nika, Gabrijelčič Tomc, Helena, and Javoršek, Dejana
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- 2017
15. Analysis of methods used for texture preparation for 3D visualisation of fabric porosity
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Kočevar, Tanja Nuša, primary and Gabrijelčič Tomc, Helena, additional
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- 2018
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16. 3D vizualizacija poroznosti tkanin: 3D visualisation of woven fabric porosity
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Gabrijelčič Tomc, Helena and Kočevar, Tanja Nuša
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- 2016
17. 3-D vizualizacija zrcalnosti tkanin: 3D visualisation of specularity of woven fabrics
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Gabrijelčič Tomc, Helena and Kočevar, Tanja Nuša
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- 2016
18. Primerjava oblikovanja likov zgodbe Tresobumf v 2D- in 3D- tehniki
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Anžel, Pia and Gabrijelčič Tomc, Helena
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- 2015
19. Primerjava 3D simulacij tekstilij z oceno uporabe dveh aplikacij in slikovno analizo upodobitev: Comparison of 3D textile simultations with evaluation of usability of two applications and image analysis of renderings
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Gabrijelčič Tomc, Helena and Kočevar, Tanja Nuša
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- 2013
20. 1D and 2D Shape Descriptors Applied in Fabric Drape Computer Simulation
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Gabrijelčič Tomc, Helena, primary and Hladnik, Aleš, additional
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- 2015
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21. Defining Optimal Conditions of Colors in 3D Space in Dependence on Gamma Values, Illumination, and Background Color
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Bratuž, Nika, primary, Javoršek, Dejana, additional, and Gabrijelčič Tomc, Helena, additional
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- 2015
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22. Primerjava 3D simulacij tekstilij z oceno uporabe dveh aplikacij in slikovno analizo upodobitev.
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Nuša Kočevar, Tanja and Gabrijelčič Tomc, Helena
- Abstract
Copyright of Tekstilec is the property of University of Ljubljana, Faculty of Natural Sciences & Engineering, Department of Textiles and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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- 2013
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23. Načrtovanje in izdelava spletnega mesta za programersko podjetje
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Ikovic, Klara and Gabrijelčič Tomc, Helena
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žični modeli ,target groups ,spletno mesto ,ciljne skupine ,Website ,wireframes ,Elementor ,WordPress - Abstract
V diplomskem delu je bilo oblikovano in izdelano spletno mesto za podjetje, ki nudi specializirano programsko opremo ter druge programerske storitve. Predstavljen je bil postopek načrtovanja in oblikovanja spletnega mesta. Izdelano spletno mesto je na videz preprosto, vendar je bilo za izdelavo potrebnega veliko dela in znanja, ki sta predstavljena v diplomskem delu. Namen diplomskega dela so bili načrtovanje in razvoj spletnega mesta s prenovljeno vsebino ter oblikovanje uporabniškega vmesnika spletnega mesta za podjetje Premisa. Teoretični del je vseboval opis razlik med spletno stranjo in spletnim mestom. Nato so bili predstavljeni pojmi, ki so pomembni pri razumevanju in izdelavi spletnih mest. Prav tako so razloženi glavni koraki načrtovanja spletnih mest, kot so ciljne skupine ter informacijska arhitektura, ki smo jim sledili pri izdelavi. Opisali smo tudi sistem za upravljanje s spletnimi vsebinami WordPress, v katerem smo izdelali spletno mesto. V zadnjem delu smo predstavili pomembnost vključitve grafičnih elementov na spletno mesto. V eksperimentalnem delu smo z namenom, da pridobimo iztočnice za oblikovanje spletnega mesta, predstavili želje podjetja ter analizo obstoječega spletnega mesta. Pregledali smo spletna mesta podjetij, ki se ukvarjajo s sorodnimi dejavnostmi. Sledili so koraki načrtovanja vsebin in funkcionalnosti glede na potrebe ciljnih skupin, določanje informacijske arhitekture in izdelava žičnih modelov v programu Figma. Prenovili smo uporabniški vmesnik spletnega mesta podjetja in ga prilagodili željam podjetja. Spletno mesto smo izdelali v sistemu WordPress z dodatnimi vtičniki in temo. Ker veliko uporabnikov do spletnih mest dostopa s telefoni, smo delali po principih odzivnega oblikovanja. Na koncu smo izdelali animacijo za predstavitev izdelka in jo vključili na spletno mesto. V poglavju Rezultati so opisane funkcionalnosti končnega spletnega mesta. Podani so tudi predlogi za izboljšanje spletnega mesta. In the thesis, a website was designed and developed for a company that offers specialised software and other programming services. The process of planning and designing the website was presented. The website may appear simplistic in design, but it entails significant effort and expertise, as presented in the thesis. The thesis aimed to design and develop a website with redesigned content and to design the website's user interface for the company Premisa. The theoretical part included a description of the differences between a webpage and a website. Then, the concepts that are important in understanding and developing websites were introduced. The main steps of website design, such as target groups and information architecture, were also explained and adhered to throughout the process. The thesis included a detailed description of the WordPress web content management system, which was used as the foundation for building the website. In the last part, we presented the importance of including graphic elements on the website. In the experimental section, we presented the desires and requirements of the company, as well as conducted an analysis of the existing website. These elements served as valuable insights to inform the design process of the new website. We also looked at the websites of companies involved in related activities. This was followed by the steps of planning the content and functionality according to the needs of the target groups, defining the information architecture, and creating wireframes in Figma. The user interface of the company's website was redesigned and adapted to the company's needs. The website was built in WordPress with additional plugins and a theme. As many users access the website with their phones, we worked with responsive design principles. Finally, we created an animation to showcase the product and integrated it into the website. The results section of the thesis provided a comprehensive overview of the functionalities incorporated into the final website. Moreover, it provided valuable suggestions and recommendations for enhancing the performance and user experience of the website.
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- 2023
24. Postavitev spletne trgovine z ročno izdelanimi kopalkami
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Zalar, Zala and Gabrijelčič Tomc, Helena
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web design ,user interface ,spletno oblikovanje ,Z SWIM swimwear ,spletno poslovanje ,online store ,user experience ,uporabniška izkušnja ,e-commerce ,spletna trgovina ,uporabniški vmesnik ,Z SWIM kopalke - Abstract
V magistrskem delu smo se poglobili v sodobno načrtovanje in oblikovanje spletne trgovine podjetja Z SWIM, ki se ukvarja s šivanjem modnih kopalk po naročilu. Podjetje je sprva izdelke ponujalo samo preko družbenega omrežja Instagram. Zaradi pozitivnega odziva sle-dilcev se je podjetje odločilo za širjenje blagovne znamke in prodajo izdelkov preko spletne trgovine. Načrtovanja in oblikovanja spletne trgovine smo se lotili v zaporednih delovnih fazah. V prvi vrsti smo opravili analizo slovenskih in tujih konkurenčnih podjetij, ki se ukvarjajo z enako ali podobno dejavnostjo. V nadaljevanju smo s pomočjo anket in intervjujev opravili segmentacijo kupcev in na podlagi analiz določili ciljno skupino in reprezentativne uporab-nike. Na podlagi omenjenih in pridobljenih podatkov smo zasnovali informacijsko arhitektu-ro in zasnovali načrt uporabniške izkušnje. V zadnjem segmentu smo se lotili oblikovanja vsebine za spletno trgovino ter postavitve spletne trgovine s pomočjo platforme Shopify. Pri anketi in intervjujih smo bili osredotočeni na raziskovanje nakupnih navad poletnih oblačil in modnih dodatkov med potencialnimi in obstoječimi kupci. Analize le-teh so poka-zale, da si kupci želijo unikatne, drugačne izdelke iz kakovostnih materialov, narejenih na etičen način. Dodano vrednost izdelka jim doda dejstvo, če je ta izdelan v Sloveniji ter v manjših količinah. Celoten proces načrtovanja in oblikovanja spletne trgovine je bil izveden uspešno. Končni rezultat celotnega procesa je funkcionalna spletna trgovina, ki omogoča uporabniku samo-stojno in enostavno izbiro oz. sestavo kopalk ter izvedbo nakupa. Spletna trgovina kot taka je primerna za nadaljnji razvoj in rast podjetja na spletu. In the master's thesis we researched and explored the modern approach of planning and de-sign process of the online store for the company Z SWIM, which is engaged in sewing fash-ionable swimwear made to order. The company initially offered products only through the social media platform Instagram. Due to the positive response of followers, the company decided to evolve the brand and sell products through the online store. We tackled the planning and design process of the online store in several segments. Firstly, we analyzed Slovenian and foreign competitor brands engaged in the same or similar field. Subsequently, with the help of a survey and interviews, we did customer segmentation and determined the target audience and representative user personas based on the analysis. Based on the above - mentioned and obtained data, we designed the information architecture and designed the user experience map. In the last segment, we began designing the content and layout of the online store, using the Shopify platform. In the survey and interviews, we focused on researching the buying habits of summer clothes and fashion accessories among potential and existing customers. The analysis showed that customers want unique, different products made from high - quality materials made in an ethical way. The added value of the product is contributed by the fact that it is made in Slo-venia and in smaller quantities. The entire process of planning and designing the online store was carried out successfully. The end result of the entire process is a functional online store that allows the user to inde-pendently and easily choose the desired swimsuit and finish the purchase. The online store as such is suitable for further development and growth of the company online.
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- 2023
25. Videoprodukcija promocijskega videa in oblikovanje zvoka
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Oblak, Miša and Gabrijelčič Tomc, Helena
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sound ,promotional video ,produkcija ,recording ,montaža ,editing ,snemanje ,zvok ,production ,promocijski video ,video - Abstract
Namen diplomske naloge je bil na kreativen in filmski način ustvariti video, ki se je uporabil kot promocijski video material za podjetje Alfa Gym. Glavni cilj je bil ustvariti zgodbo, ki vzbudi zanimanje za članstvo, in zgodbo, s katero se gledalec lahko poistoveti. V teoretičnem delu je predstavljena teorija v ozadju kreiranja videovsebin, opisana so osnovna načela videoprodukcije, produkcije s promocijsko vsebino in proces videoprodukcije, poudarjena je tudi pomembnost zvoka, ki spremlja ta medij. V eksperimentalnem delu je predstavljen celoten proces kreiranja izdelka, od predprodukcije do postprodukcije. Vključuje srečanje z naročnikom in pogovor o njegovih zahtevah ter ogled lokacije snemanja, predstavljena je idejna zasnova videovsebine in opis poteka dela, od ideje do izdelka. Opisani sta snemalna ekipa in oprema, ki je omogočila uspešno izpeljavo projekta. V video je bil vključen glasovni igralec, s čigar pomočjo video spremlja motivacijski govor. Opisane so težave, s katerimi smo se srečavali na snemanju in načini njihovega reševanja. Opisana je montaža posnetkov in njihova obdelava v procesu postprodukcije, oblikovanje glasbene podlage, zvoka in dodajanje grafičnih elementov ter animacij. Rezultat diplomske naloge je kratek, minuto dolg izdelek, ki služi kot promocijski video za omenjen fitnes studio. V kombinaciji z zvokom in načrtovanjem premišljenih kadrov ter scene deluje filmsko, na gledalca pa tudi motivacijsko, tako v smislu športa kot v smislu pridruževanja oziroma včlanjevanja v fitnes. Sledijo rezultati in razprava o opravljenem projektu ter ocena in kritična opredelitev celotnega procesa. The purpose of the diploma thesis was to create a video in a creative and cinematic way, which was used as a promotional video for a fitness studio called Alfa Gym. The main goal was to create a story that the viewers can sympathize with and make them interested in buying a membership. In the theoretical part, the theory behind the creation of the video content is presented, the basic principles of video production, process of video production and the production with promotional content are described, the importance of sound in video production and filmmaking is also emphasized. In the experimental part, the entire process of product creation is presented, from pre-production to post-production. The work included a meeting with the client and a conversation about his requirements, as well as a visit to the filming location, the conceptual design of the video content and a description of the workflow, from idea to product. The team and equipment that enabled the successful implementation of the project are described. A voice actor was included in the video to accompany it with a motivational speech. The problems we encountered on the set and the ways we solved them follow. The montage of recordings and their processing in the post-production process, the creation of a musical background, sound and the addition of graphic elements and animations are also presented. The result of the thesis is a short, minute-long video that serves as a promotional video for already mentioned fitness studio Alfa Gym. In combination with the sound well-thought-out shots, it has a cinematic and motivational effect. At the end, the results and discussion of the completed project, as well as an evaluation and critical definition of the entire process, follow.
- Published
- 2023
26. 3D vizualizacije za uporabo pri oblikovanju spletne strani
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Reberšek-Gavrič, Žan and Gabrijelčič Tomc, Helena
- Subjects
web design ,user interface ,animacija ,3D vizualizacije ,user experience ,animation ,uporabniška izkušnja ,3D graphics ,3D grafika ,3D visualizations ,uporabniški vmesnik ,oblikovanje spletnih strani - Abstract
Magistrsko delo vsebuje več raziskovalnih področij, in sicer uporabniško izkušnjo, animacijo in 3D računalniško grafiko. Namen naloge je bil oblikovati izgled spletnega mesta za marketinško agencijo z vključitvijo 3D vizualizacij, ter raziskati kako te vplivajo na celotno uporabniško izkušnjo. V teoretičnem delu smo se s pomočjo različne literature najprej osredotočili na pomembnost spletnih mest v današnjem času in oblikovanje uporabniških vmesnikov ter uporabniške izkušnje. Raziskali smo osnove animacij in 3D računalniške grafike, za konec pa pregledali še nekaj primerov spletnih mest, ki vključujejo 3D vizualizacije, ter dobili boljši vpogled v prednosti takšnega dizajna. Na začetku eksperimentalnega dela smo natančno raziskali identiteto podjetja in zastavili cilje, ki so nas vodili skozi ustvarjalni proces. Določili smo ciljne skupine in iz njih oblikovali persone. Specificirali smo funkcionalnosti in vsebino našega spletnega mesta, ter z žičnimi modeli prikazali enostavno postavitev elementov. Vzporedno smo se ukvarjali z izdelavo 3D modelov in 3D animacije, ki smo jih združili z uporabniškim vmesnikom ter ustvarili delujoč prototip. Testiranje smo izvedli z anketo, ki je bila razdeljena v dva sklopa. Prvi je vseboval splošna vprašanja o uporabi 3D vizualizacij na spletu, drugi pa pregled prototipa in vprašalnik o uporabniški izkušnji. Analiza odgovorov je pokazala, da se večina anketirancev na 3D grafike odziva pozitivno. Spletno mesto je doseglo dobre ocene v vseh šestih kategorijah uporabniške izkušnje, izmed teh pa sta bili najboljši kategoriji atraktivnost in originalnost. 3D vizualizacije so poleg dekorativnega predznaka pripomogle tudi k večji funkcionalnosti izdelka, kot je npr. pomoč pri prepoznavnosti vsebine. Rezultat magistrskega dela je spletno mesto, ki vsebuje 3D vizualizacije, ter s tem poskrbi za bolj zadovoljivo uporabniško izkušnjo. The master's thesis covers several research areas, namely user experience, animation, and 3D computer graphics. The purpose of the assignment was to create a visual design for the marketing agency website with the inclusion of 3D visualizations, and to examine how these affect the overall user experience. In the theoretical part, we first focused on the importance of today’s websites, and the design of user interfaces and user experience, with the help of various literature. We researched the basics of animation and 3D computer graphics, and reviewed some examples of websites that use 3D visualizations, to gain a better insight into the advantages of such design. At the start of the experimental part, we researched the company identity and set goals that guided us throughout the creative process. We defined target audiences and created personas. We specified the functionality and content of our website, and used wireframes to display simple layouts of elements. Alongside, we worked on 3D models and 3D animation, combined them with the user interface and created a working prototype. The testing was carried out with a survey divided into two parts. The first contained general questions about the use of 3D visualizations on the web, and the second contained a prototype review and user experience questionnaire. The analysis of the answers showed that most respondents have a positive reaction to 3D graphics. The site scored well in all six user experience categories, with attractiveness and novelty being the best. In addition to the decorative effect, 3D visualizations contributed to greater functionality of the product, such as help with content recognition. The result of the master’s thesis is a website that contains 3D visualizations and provides a more satisfactory user experience.
- Published
- 2023
27. Risarsko izražanje skozi klasično animacijo
- Author
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Šubic, Lili and Gabrijelčič Tomc, Helena
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risana animacija ,risanka ,izražanje značaja ,traditional animation ,razvoj in animiranje likov, junaki ,characters ,cartoon animation ,cartoon ,tradicionalna animacija ,character development and animation ,expression of a character - Abstract
Skozi diplomsko nalogo je predstavljena in izpeljana tehnika animiranja sličica za sličico in sicer risana animacija, saj smo z njo lahko najbolje poustvarili čustva, karakter in razpoloženje nastopajočih risanih junakov. Teoretični del opisuje in se zgleduje po domačih in tujih animatorjih ter primerja in analizira njihov način animiranja. Analizirani animatorji so Walt E. Disney, Zlatko Grgić, Saša Dobrile, Miki Muster, Zvonko Čoh, Milan Erič in Grega Mastnak. Analizirani animatorji in njihova dela spadajo v različna časovna obdobja ter geografske prostore, kar daje širši pogled na razvoj animacije ter njihove medsebojne vplive in podobnosti. Teoretični del prav tako zajema predstavitev osnovnih principov animiranja, ki služijo pri analiziranju risanih animacij podanih avtorjev ter pri sami izdelavi risane animacije. Praktični del zajema predstavitev delovnih postopkov, potrebno opremo, proces načrtovanja ter celoten delovni proces izdelave risane animacije. V proces načrtovanja spada izdelava skic likov, izris zgodborisa in glavne zgodbe, izris vseh ozadij glede na zgodboris, izbor glavnih barvnih tonov ozadij in likov ter določitev snemalnih kotov kamere in glede na njih izris profilov likov. Nato sledi proces animiranja sličica za sličico, po metodi linearnega animiranja (angl. straight forward), kar pomeni, da se izrisuje sličice zaporedoma, od prve, preko vmesnih sličic, do zadnje. V zadnjem delu praktičnega dela, se scene združijo v celotno animacijo, ter se dodajo posebni učinki, prehodi ter zvoki, ki še bolj popestrijo animacijo. Rezultat diplomskega dela je klasična risana animacija v kateri nastopi množica različnih likov, ki so poustvarjeni skozi risano risbo, sličica za sličico. Pri tem je bila pozornost skoncentrirana na obrazne poteze, gibe, način gibanja, zvočno podlogo, premikanje kamere, postavitev lika v kader, barve in celotno likovno zasnovo nastopajočih junakov, saj se preko teh izrazi njihov značaj in razpoloženje. Spoznanje, da kljub temu da je dandanes proces animiranja precej olajšan, klasična animacijska tehnika še vseeno vzame veliko časa, ter zahteva veliko mero risarskega in tehničnega znanja, vendar omogoča množico različnih rezultatov in interpretacij dane vsebine. Through the degree paper the technique of animating frame by frame, is presented and executed, it is the best way to recreate the emotions, personality and mood of the cartoon heroes. Cartoon animation requires a lot of drawing and art-theoretical knowledge, theoretical part relies on and takes inspiration from domestic and foreign animators, comparing them to each other and analyzing their way of animating. The animators are Walt E. Disney, Zlatko Grgić, Saša Dobrile, Miki Muster, Zvonko Čoh, Milan Erič, Grega Mastnak and Matej Lavrenčič. The analyzed animators and their works belong to different time periods and geographical locations, which shows a better view of the progress in animation and their mutual influences and similarities. Theoretical part also includes the basic principles of animation, which is helpful in analyzing cartoon animations of the given authors and in the production of the animation itself. Practical part covers the presentation of work processes, the necessary equipment, the planning and the entire work process of creating a cartoon animation. Planning process includes the creation of character sketches, drawing of the story outline and main story, drawing of all backgrounds according to the story outline, selection of the main color tones of the backgrounds and characters, as well as determination of camera angles and drawing of character profiles based on them. Then it follows the process of animating frame by frame, according to the straight forward method, which means that the frames are drawn sequentially, from the first, through the intermediate frames, to the last frame. In the last part of the thesis all the scenes are combined into a complete animation, special effects, transitions and sounds are added to make the animation even more unique. Result of the thesis is the creation of a classic cartoon animation in it a variety of different characters appear, which were recreated through the cartoon drawings, frame by frame. Attention is on the facial features, movements, manner of movement, soundtrack, camera movement, placement of the character in the frame, colors and the entire character design of the heroes, because through these character and mood can be most accurately expressed. At the same time, it is realized that despite the fact that nowadays the animation process is much easier, the classic animation technique still takes a lot of time and requires a great deal of drawing and technical knowledge, but it enables a multitude of different results and interpretations of the given material.
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- 2023
28. Diseminacija rezultatov projekta Erasmus+ Re/Forma Viva na omrežju Instagram
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Mekuč, Julijen and Gabrijelčič Tomc, Helena
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forma viva ,socialno omrežje ,social media ,leseni kipi ,wooden sculptures ,digital strategy ,cultural heritage ,digitalna strategija ,kulturna dediščina - Abstract
Tema diplomskega dela je oblikovanje digitalne strategije in izvedba diseminacije rezultatov projekta Re/Forma Viva na Instagram uporabniškem računu Galerije Božidar Jakac. V teoretičnem delu smo podrobneje predstavili področje trženja, pojma strategija trženja in digitalna strategija, trenutno vključenost digitalnega načina načrtovanja v muzejskih institucijah in predstavili delovanje družbenem omrežju Instagram. To je sklop strokovnega znanja, ki je bil potreben za nadaljnje ustvarjanje. V eksperimentalnem delu smo združili strokovno znanje in oblikovalsko poznavanje za razvoj digitalne strategije, ciljno na izbranem družbenem omrežju. V začetnih korakih eksperimentalnega dela smo predstavili Galerijo Božidar Jakac, njihove želje in oblikovanje načrta objavljanja. Osrednji del opisuje izvedbene pristope za izbiro foto materiala, sestavo besedila, oblikovalske pristope za oblikovanje logotipa in povezovanje vsebinskih sklopov (predstavitev projekta, restavriranje, fotogrametrija, 3D-tisk, oblikovanje nakita) v tematske sklope, pripravljene za objavljanje na družbenem omrežju Instagram. Cilj je bil ugotoviti, ali zajete smernice, ki so predstavljene v literaturi in priročnikih, zagotavljajo ustrezne in učinkovite rezultate, primerne za nadaljnjo uporabo v digitalni strategiji. V metodologijo, ki je bila uporabljena, smo uvrstili merjenje interakcij s programom Instagram Insights, tedenski pregled učinkov objavljanja s predstavnico galerije ter sprotno spreminjanje pristopov in oblikovalskega dela glede na trende gibanja objav. Rezultati so pokazali, da je zastavljena raziskovalna vprašanja treba večinoma ovreči, predvsem kjer uporabljene smernice iz literature niso učinkovale. Oblikovalski del je bil uspešen, trženjski del pa je pokazal potrebo po nadgradnji oziroma bolj temeljito raziskovanje učinkovitosti interakcij. The topic of the thesis was the creation of a digital strategy and the dissemination of the results of the Re/Forma Viva project on the Instagram profile of the Božidar Jakca Gallery. In the theoretical part, we presented in more detail the field of marketing, the concept of marketing strategy, digital strategy, the current involvement of digital strategy in museum institutions and a presentation of the functioning of the social media Instagram. This is a set of expertise that was necessary for further creation. In the experimental part, we combined expertise and design knowledge to develop a digital strategy targeted on the chosen social network. In the initial steps of the experimental work, we introduced the Božidar Jakc Gallery, their wishes and the design of the publishing plan. The central part describes the implementation approaches for the selection of photo material, the composition of the text, the design approaches for the logo design and the integration of the thematic strands (project presentation, restoration, photogrammetry, 3D printing, jewellery design) into thematic strands ready to be published on the social media Instagram. The aim was to determine whether the guidelines covered, as presented in literature and manuals, provide relevant and effective results suitable for further use in digital strategy. The methodology used included measuring interactions with Instagram Insights, weekly review of the effects of posting with a gallery representative, and ongoing modification of approaches and design work according to trends in post trends. The results showed that the research questions asked mostly needed to be refuted, especially where the guidelines used from the literature did not work. The design part was successful, but the marketing part showed the need to build on or explore more thoroughly the effectiveness of the interactions.
- Published
- 2023
29. Oblikovanje in pripenjanje sistema okostja na avtorski 2D lik
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Prikeržnik, Janja and Gabrijelčič Tomc, Helena
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animated short movie ,2D animation ,rig ,kratek animiran film ,razvoj lika plavalke ,design ,digitalna ilustracija ,okostje ,oblikovanje ,digital illustration ,character development of a swimmer ,2D animacija - Abstract
Cilj diplomske naloge je oblikovanje in izdelava avtorskega dvodimenzionalnega (2D) lika plavalke in izdelava pripadajočega sistema okostja. V teoretičnem delu diplomskega dela je podrobneje predstavljena 2D digitalna animacija, pri čemer sta podrobneje razloženi animacija sličica za sličico ter animacija z računalniško generiranimi podobami. Predstavljene so različne tehnike izdelave animacij s pomočjo računalniških programov, s poudarkom na animaciji s sistemom okostja. Obrazloženi so tudi glavni principi animacije v dvodimenzionalnem prostoru. Izdelava avtorskega lika je del osebnega projekta – izdelave kratkega animiranega filma, v katerem nastopa več ženskih likov. V teoretičnem delu so zato podrobneje opisane tudi faze v procesu izdelave kratkega animiranega filma. Predstavljen je pregled faze razvoja, predprodukcije, produkcije, postprodukcije in distribucije. Prav tako so predstavljena tudi orodja, s katerimi smo lik in njegovo okostje ustvarili. Praktično delo se je začelo s procesom načrtovanja zgodbe, izdelavo snemalne knjige in animatike. Pri tem smo si pomagali primarno z računalniškima programoma Adobe Photoshop ter Toon Boom Storyboard Pro. Oblikovali ter razvili smo lik plavalke in ga pripeli na izdelano okostje. Za to smo uporabili računalniška programa Adobe Photoshop in Toon Boom Harmony. V zaključni fazi smo na podlagi gibanja lika v animatiku izdelali krajšo animacijo, s katerim smo preizkusili funkcionalnost lika in okostja za prihodnjo uporabo pri animiranju. Rezultat diplomske naloge je avtorski 2D lik, opremljen z okostjem in pripravljen za nadaljnjo uporabo v animacijskem procesu. The aim of the bachelor's thesis is the design and rigging of an original 2D (two dimensional) character of a swimmer. In the theoretical part of the thesis, the technologies and techniques of creating 2D animation are presented, with frame by frame animation and animation using computer generated imagery explained in more detail. We explore different techniques of creating animations using computer software are presented, with an emphasis on animation with a rig. We also describe the main principles of animation in two dimensional space. The design of a character is part of a personal project – creating an animated short movie, starring multiple female characters. Therefore, in the production process of creating an animated short movie is thoroughly explained, with the stages of development, preproduction, production, postproduction and distribution described in depth. We also disclose the tools and software used in the process of creating a character and its rig. The practical part of the thesis began with the process of planning out the story, and creation of a storyboard and animatic, for which we mainly used Adobe Photoshop and Toon Boom Storyboard Pro. We designed, developed and rigged the swimmer character. In that part of the process, we used Adobe Photoshop and Toon Boom Harmony. In the final phase we used the rig to animate a short sequence, to test out the functionality of the rigged character for future use in animation. The product of bachelor’s thesis is an original rigged 2D character, ready to be used in the animation process.
- Published
- 2023
30. Izdelava 3D modela in vizualizacija hiše
- Author
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Čož, Rok and Gabrijelčič Tomc, Helena
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3D computer graphics ,architectural exteriors ,vizualizacija ideje ,idea visualisation ,exterior modelling ,rendering, Blender ,3D-računalniška grafika ,arhitekturni eksterierji ,upodabljanje ,modeliranje eksterierjev ,Blender - Abstract
Diplomsko delo z naslovom Izdelava 3D modela in vizualizacija hiše predstavlja teoretično podlago in praktično izvedbo računalniško podprte 3D-upodobitve hiše s poudarkom na njenem eksterierju in bližnji okolici. Namen diplomskega dela je prikaz procesa od prve ideje do njene vizualizacije in praktične izvedbe s teoretičnim opisom in praktičnim prikazom vseh pomembnih vmesnih korakov. V teoretičnem delu je diplomsko delo osredotočeno predvsem na teoretično predstavitev ključnih korakov delokroga, ki so potrebni za izvedbo 3D-upodobitve končnega dela. Praktični del je tekstovni in slikovni prikaz procesa 3D-modeliranja in vizualizacije hiše. V eksperimentalnem delu so povzeti vsi koraki delokroga, kot so ideja, vizualizacija, tloris, skica, modeliranje, teksturiranje, osvetljevanje, upodabljanje in postprodukcija. Pri vsakem izmed korakov smo opisali vse ključne postopke in materiale, ki smo jih uporabili pri izdelavi eksperimentalnega dela diplomskega dela, tako da se celotnemu postopku izdelave končnega izdelka zlahka sledi. Poleg povzetih korakov so na kratko predstavljena tudi strojna oprema in programska orodja, ki smo jih uporabili v eksperimentalnem delu. Zaključek diplomskega dela je analiza končne upodobitve in razprava o delu. V tem delu so predstavljeni vsi večji izzivi, s katerimi smo se med izvedbo soočili, naš pogled in zadovoljstvo s končnim izdelkom, možnosti za izboljšave in sklepne misli o delu ter naša izkušnja. This bachelor’s thesis, titled Creation of a 3D Model and Visualisation of a House, presents theoretical findings about and practical implementation of a computer-aided 3D rendering of a house, focusing on its exterior and close surroundings. The aim of this thesis is to present the entire process, from the first idea to its visualisation and practical implementation, in form of a theoretical description and practical demonstration of all important intermediate steps. The theoretical part of the thesis is focused mainly on the theoretical presentation of key steps of the construction process required for the implementation of the end product 3D rendering. The practical part is a textual and visual presentation of the house 3D modelling and visualisation process. In the experimental part, all steps of the construction process, such as the idea, visualisation, floor plan, sketch, modelling, texturing, lighting, rendering and postproduction, are summarised. Key processes of each step and materials used in the experimental part of the thesis are described, in order to facilitate the understanding of the entire final product construction process. In addition to the summary of these steps, the computer hardware and software tools used in the experimental part are also briefly presented. The conclusion of the thesis consists of an analysis of the final rendering and discussion on the work done. This part presents the most difficult challenges we had to face during the implementation, our view and degree of satisfaction with the end product, potential for improvement and final thoughts on the thesis and our experience.
- Published
- 2023
31. Uporaba 3D objektov v spletnem oblikovanju
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Vrhovnik, Blaž and Gabrijelčič Tomc, Helena
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web design ,website development ,spletno oblikovanje ,razvoj spletnga mesta ,merjenje kvalitete uporabnosti ,user experience (UX) ,uporabniška izkušnja ,3d pregledovalnik ,measuring quality of usability ,3d viewer - Abstract
Namen diplomske naloge je razviti spletno mesto z glavno funkcionalnostjo interaktivnega tri-dimenzionalnega (3D) pregledovalnika. Teoretičen del obsega kratek pregled platform za nadzor vsebine in njenih omejitev osnove ploskovnega 3D modeliranja datotečne vrste za shranjevanje ploskovnih 3D modelov definicijo uporabnosti in uporabniške izkušnje z opredelitvijo osnovnih komponent uporabniške izkušnje (UX) ter teoretično podlago za vprašalnik o uporabniški izkušnji (UEQ). V eksperimentalnem delu je opisan celoten postopek razvoja spletne strani. Začeli smo z analizo obstoječih platform s podobnim namenom Sketchfab, Artstation in Behance sledila je idejna in oblikovna zasnova celostne grafične podobe (CGP) ter izdelava informacijske arhitekture (IA) definiranje osnovnih in pomožnih funckionalnosti nato žični, nizko-ločljivostni in natančen prototip postavitve komponent. Nato smo razvili 3D pregledovalnik z odprtokodnim orodjem Modelviewer pripravili 3D objekte in jih upodabili v programu Blender. Temu je sledila izdelava končne oblike spletne strani (sprva za osebni računalnik in nato še za mobilni telefon in tablični računalnik). Zatem smo definirali demografije in vzorec za merjenje kvalitete uporabniške izkušnje s testom uporabnosti, ki vsebuje UEQ vprašalnik in vprašanja z odgovori odprtega tipa. Nadaljevali smo z razpravo rezultatov testiranja z razdelitvijo na tri področja uporabniške izkušnje (atraktivnost, praktična kvaliteta in hedonska kvaliteta), ki obsega možnosti za izboljšavo in nadgradnjo obstoječih funkcionalnosti (tako z vidika UX kot tudi s vidika razvoja spletne programske opreme, vključno z omejitvami). V primeru da bi se razvoj nadaljeval brez razširitve delovne skupine na več članov, kjer bi se vsak ukvarjal le s svojim področjem razvoja spletnega mesta, so možnosti za nadaljnji razvoj zaradi visokega napredka na področju spletnega razvoja omejene. The purpouse of the diploma thesis was to develop a website with main functionality of an interactive three-dimensional (3D) viewer. Theoretical part consists of a short overview of content managment services (CMS) and their limitations basics of surface 3D modeling file types for saving surface based 3D models definition of usability and user experience (UX) with elaboration on the basic components of UX and theoretical background behind user experience questionnaire (UEQ). Experiemental part consists of complete procedure that was invloved in website development. We started with analysis of existing similar platforms: Sketchfab, Artstation and Behance. After that we formed the idea and design behind corporate image (CI) of the website itself and we developed the information architecture (IA), defined base and auxiliary functionalities, created a low-fidely wireframe and high-fidelity prototype design of components. We developed the 3D viewer with opensource software modelviewer, prepared the 3D models and their rendered them with Blender. Then we finally developed the final version of desktop-first website and later mobile and tablet versions. Followed the part, focused on researsh. In that part we defined demografy and sample size for user testing with UEQ and with open questions and discussed the results with their separation on three fields of UX (atraction, practical quality and hedonic quality) that involves future upgrades of current functionalities from UX and technical aspects (with technical limitations). Future work on the website would require increasing the size of the development team where every member would be working on their own area of expertise related to the website development, otherwise options of future improvement would be limited.
- Published
- 2022
32. Prikaz razvoja tehnik animiranja v zgodbi lika
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Puc, Eva and Gabrijelčič Tomc, Helena
- Subjects
traditional animation ,2D animation ,tradicionalna animacija ,character development and animation ,stop-motion ,2D animacija ,Blender ,razvoj in animiranje lika - Abstract
V diplomski nalogi je zajet opis celotnega postopka produkcije zgodbe lika z izbranimi tehnikami animacije, tako v teoriji kot tudi v praksi. Praktični del predstavlja glavni del naloge. Najprej je v teoretičnem poglavju predstavljena zgodovina animacije, ki se deli na čas pred začetkom kinematografije, tiho obdobje, zlato obdobje ter obdobje računalniško generiranih podob. Zatem sledi opis tehnik animiranja, kjer so obrazložene tehnike tradicionalne animacije in njene podzvrsti, stop-motion animacija s poudarkom na stop-motion tehniki z uporabo plastelina ter 2D in 3D računalniško generirana animacija. Praktični del naloge se začne s procesom načrtovanja, ki služi kot osnova za kasnejšo izdelavo risane animacije. V tem delu je predstavljena glavna ideja, ki je predstavitev tehnik animiranja s kratko animacijo, določitev tehnik animiranja, ki so uporabljene v animaciji, in izdelava filmske knjige. V izdelani animaciji so predstavljene tri tehnike animacije, to so tradicionalna tehnika, stop-motion, kjer je bil lik oblikovan s plastelinom, in računalniška 2D animacija, ki je bila oblikovana v programu Blender. Nato sledi še del, v katerem je predstavljena izdelava celotne animacije od zasnove in izdelave lika ter animiranje v posameznih izbranih tehnikah. V zgodbi nastopa lik Buča Bojan, sama zgodba pa govori o njegovem življenju. Stopnje njegovega življenja so prikazane s tremi zgoraj omenjenimi animacijskimi tehnikami. Rojstvo oziroma rast rastline je prikazano s tradicionalno tehniko, nato buča oživi v stop-motion tehniki, v 2D animaciji pa dobi novo poslanstvo kot buča za noč čarovnic. Zgodba se konča, ko buča zgnije, kader pa se napolni z dimom ugasle sveče v buči. Naloga je zaključena z oceno animiranega filma in oceno oblikovne in izvedbene plati ustvarjanja lika ter izbranih animacijskih tehnik. Predlagane so nadaljnje možnosti izboljšav in končna misel o diplomskem delu. The thesis describes the whole process of producing a character story with selected animation techniques, both in theory and in practice. The practical part is the main part of the thesis. First, the theoretical chapter presents the history of animation, which is divided into the pre-cinema, silent, golden and computer-generated image eras. This is followed by a description of animation techniques, explaining the techniques of traditional animation and its sub-genres, stop-motion animation with an emphasis on stop-motion using plasticine, and 2D and 3D computer-generated animation. The practical part of the assignment starts with the design process, which serves as a basis for the subsequent production of the cartoon animation. In this part, the main idea is presented, which is to introduce animation techniques by means of a short animation, to identify the animation techniques used in the animation and to produce a film book. In the animation produced, three animation techniques are presented, i.e. the traditional technique, stop-motion, where the character has been shaped with plasticine, and 2D computer animation, which has been created in Blender. This is followed by a section on the production of the whole animation, from the conception and creation of the character, as well as the animation in each of the selected techniques. The story features the character Bojan the Pumpkin, and the story itself is about his life. The stages of his life are shown using the three animation techniques mentioned above. The birth or growth of the pumpkin is shown using traditional techniques, then the pumpkin comes to life in stop-motion, and in 2D animation the pumpkin is given a new mission as a Halloween pumpkin. The story ends when the pumpkin rots and the frame is filled with the smoke of the extinguished candle in the pumpkin. The thesis concludes with an evaluation of the animation in terms of character design and production as well as the chosen animation techniques, suggests further possibilities for improvement and concludes with a final thought on the thesis.
- Published
- 2022
33. Uporaba animacije za izboljšanje pomnjenja in razumevanja
- Author
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Karo, Nuša and Gabrijelčič Tomc, Helena
- Subjects
understanding ,retention ,education ,ozone ,animacija ,izobraževanje ,ozon ,animation ,razumevanje ,pomnjenje - Abstract
Animacija je koristno orodje za izobraževanje, ki se lahko uporablja za izpolnjevanje afektivne ali kognitivne funkcije. Tema diplomskega dela je osredotočena predvsem na kognitivno funkcijo, saj je bil cilj testirati vpliv animacije na pomnjenje in razumevanje. Delo je razdeljeno na dva dela. Pri teoretičnem delu so preučeni osnovni pojmi animacije, pomnjenja in razumevanja ter raziskana uporaba animacije v izobraževanju in dejavniki, ki vplivajo na učno uspešnost. Narejen je tudi pregled že obstoječih raziskav na tem področju, kar je oblikovalo temelje za nadaljevanje v eksperimentalnem delu. V eksperimentalnem delu je bilo na podlagi strokovne literature o tematiki ozona sestavljeno besedilo, izrisan zgodboris, oblikovana in animirana grafika ter dodana naracija in ostali zvočni elementi. Po končani izdelavi animacije je bila narejena anketa, ki je testirala pomnjenje in razumevanje skupine, ki ji je bila tematika ozona predstavljena z animacijo in skupine, ki si je o problematiki prebrala besedilo. Rezultati testiranja so analizirani in predstavljeni z grafi. V razpravi je potrjena hipoteza, ki je trdila, da uporaba animacije izboljša pomnjenje in razumevanje. Podana je interpretacija rezultatov testiranja ter komentarji, kaj bi lahko spremenili pri poteku raziskave in kako bi raziskavo v prihodnosti lahko nadaljevali. Animation is a useful educational tool that can be used to fulfill an affective or cognitive function. The topic of the thesis focuses mainly on cognitive function, as the aim was to test the impact of animation on retention and understanding. The work is divided into two parts. In the theoretical part, the basic concepts of animation, retention and understanding are studied, as well as the use of animation in education and the factors that affect learning performance. A review of existing research in this field has also been made, which has laid the foundation for continuing in the experimental part. In the experimental part, on the basis of professional literature on the topic of ozone, a text was compiled, a storyboard was drawn, graphics were designed and animated and narration and other sound elements were added. After the animation was completed, a survey was conducted to test the retention and understanding of the group, which was introduced to the topic of ozone with animation, and the group, which read the text on the issue. Results are analyzed and presented in graphs. The discussion confirmed the hypothesis that the use of animation improves retention and understanding. At the end is interpretation of the results and comments on what it could be changed in the course of the research and how the research could be continued in the future.
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- 2022
34. Animirani film na temo pomena prijaznosti
- Author
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Šušteršič Jeršin, Lana and Gabrijelčič Tomc, Helena
- Subjects
prijaznost ,kindness ,animal characters ,animirani film ,liki živali ,animated movie ,storyboard ,2D ,zgodboris - Abstract
V diplomskem delu so predstavljeni svet animiranih filmov in z njim povezane teme. V teoretičnem delu so na kratko opisane tri glavne tehnike animacij, in sicer risana, stop-motion in računalniška animacija. Celotno delo je osredotočeno predvsem na 2D-animacije in njihovo izdelavo. Podrobneje je razložena zgodovina animacije od začetkov pred več tisoč leti pa do danes, ko je tehnologija že mnogo bolj razvita in izboljšana. Predstavljeni so napredek animacij in izboljšave skozi leta. Najpomembnejši del animacije so zagotovo liki, ki nastopajo v njej. Analiziran je postopek načrtovanja osebnosti in oblikovnosti likov v animacijah. Pojasnjena sta tudi tema in njen pomen v animiranih filmih. Opisan je proces produkcije animiranih filmov s poudarkom predvsem na predprodukciji. Na kratko so torej razloženi še scenarij, zgodboris in animatika. Ker je izbira programske opreme pomemben del izdelave animacije, so v eksperimentalnem delu predstavljene in opisane izbrane programske opreme za izdelavo 2D animiranega filma. V eksperimentalnem delu so opisani materiali in metode, ki so bili uporabljeni v procesu izdelave in oblikovanja animacije. Razložena je izbira programske opreme ter opisana uporabljena strojna oprema. Razložen je postopek načrtovanja animacije od scenarija do zgodborisa in končnega izdelka. Rezultat dela je uspešno izoblikovan kratek animirani film na temo pomena prijaznosti, ki je v razpravi analiziran. Rezultati pa vključujejo še možnosti izboljšav animacije in gibanja likov. The diploma thesis presents the world of animated films and its related topics. In the theoretical part the three main animation techniques, namely cartoon or traditional hand drawn animation, stop motion and computer animation, are described. The whole work is focused mainly on 2D animations and their production. It also includes a detailed history of animation, from its very beginnings, thousands of years ago, until today when the technology is highly developed. The progress of animation and improvements over the years are also presented. The most important part of animation itself are certainly the characters that appear in it. The process of personality development and character design in animation is analyzed. The concept of theme is explained, as well as its significance in animated movies. The steps involved in creating animated movies are also described, with an emphasis on pre-production. The screenplay, storyboard and animatic are then briefly explained. Since the choice of software is an important part of animation production, the available software that can be used for production of 2D animation is also presented and described. The experimental part describes the materials and methods used in the process of making and designing the animation. The choice of software is explained and there is also a description of the hardware that was used. The process of planning the animation from screenplay to storyboard and to the final product is explained. The outcome of the diploma thesis is successfully created animation with the topic about the importance of kindness, which is also analyzed in the discussion. The results include the possibility of improving the animation itself, as well as the movement of the characters.
- Published
- 2022
35. Grafična rekonstrukcija rimskega mozaika s prizorom ugrabitve Evrope
- Author
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Oštir, Gregor and Gabrijelčič Tomc, Helena
- Subjects
kulturna dediščina ,rimski mozaik ,Roman mosaic ,fotogrametrija ,digitalna grafična rekonstrukcija ,cultural heritage ,photogrammetry ,digital graphic reconstruction - Abstract
Namen diplomskega dela je bila izdelava digitalne grafične rekonstrukcije celotnega rimskega mozaika s prizorom ugrabitve Evrope. Cilj je bil, da se mozaik predstavi na potujoči medmuzejski razstavi Ženske zgodbe in natančno določi zaporedje korakov digitalne grafične rekonstrukcije. V teoretičnem delu je predstavljen rimski mozaik kot najbolj vzdržljiva oblika dekorativne umetnosti, ki se je ohranila skozi zgodovino. Predstavljeni so antični mozaiki na Slovenskem, s poudarkom na mozaiku s prizorom ugrabitve Evrope. Predstavljene so najpogosteje uporabljene tehnike zajema podatkov pri rekonstrukciji mozaikov in primerjava med njimi. Razložena je tudi razlika med pojmoma digitizacija in digitalizacija. V eksperimentalnem delu so predstavljeni materiali in metode, uporabljene pri rekonstrukciji mozaika. To v grobem vključuje izdelavo linijskih izrisov mozaika na podlagi ohranjenega dela mozaika, fotogrametrični zajem mozaika in obdelavo ter izdelavo rastrske rekonstrukcije celotnega mozaika v razmerju 1 : 1. V rezultatih in razpravi je predstavljena končna grafična rekonstrukcija rimskega mozaika, vključno z manjkajočimi deli, ki jo je mogoče uporabiti v najrazličnejše namene. Predstavljene so ugotovljene prednosti in slabosti delovnega procesa rekonstrukcije in primerjava s podobnimi primeri dosedanjih rekonstrukcij. V zaključku je izpostavljen pomen grafične rekonstrukcije pri ohranjanju kulturne dediščine. Diplomsko delo bi lahko z nekaterimi izboljšavami predstavljalo standardni postopek pri nadaljnjem delu na področju grafičnih rekonstrukcij mozaikov in drugih arheoloških objektov. The purpose of this diploma thesis was to create a digital graphic reconstruction of the entire Roman mosaic with the scene of The Abduction of Europa. The aim was to present the mosaic on a travelling inter-museum exhibition Women's Stories and to specify the exact sequence of the steps following up to a digital graphic reconstruction. In the theoretical part of this diploma thesis, the Roman mosaic is described as the most durable form of decorative art form that has been preserved throughout history. Ancient mosaics in Slovenia are presented, with an emphasis on the mosaic with the scene of The Abduction of Europe. The most commonly used techniques of data collection in mosaic reconstruction as well as a comparison between them are also discussed in the theoretical part. The experimental part covers the materials and methods that have been used in the mosaic reconstruction. This roughly includes the production of line drawings of the mosaic based on the preserved part of the mosaic, the photogrammetric capture, the production, and the processing of 1:1 ratio raster reconstruction of the entire mosaic. The final graphic reconstruction of the Roman mosaic is presented under the topic of results and discussion, including the missing parts, which can be used for a wide variety of purposes. The advantages and disadvantages of the reconstruction workflow are described, as well as the comparison with similar examples of previous reconstructions. The conclusion highlights the importance of graphic reconstruction in the preservation of cultural heritage. The thesis could, with some improvements, be a standard procedure for further work in the field of graphic reconstruction of mosaics and other archaeological objects.
- Published
- 2022
36. 2D mikroanimacije obraza in analiza prepoznave čustev
- Author
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Stres, Sinja and Gabrijelčič Tomc, Helena
- Subjects
prikazovanje čustev ,mikroizrazi ,mikroaniamcija ,2D animation ,makroizrazi ,micro expressions ,micro-animation ,displaying emotions ,2D animacija ,macro expressions - Abstract
Čustva so v vsakdanjem življenju zelo pomemben del komunikacije, zato je pomembno, da jih znamo prepoznati. Izražajo namreč, kako se naš sogovornik počuti v določenem trenutku, če je vesel, žalosten, jezen, presenečen, ali pa se je morda prestrašil. Tudi ko govorimo o animiranih risankah, oglasih, objavah ipd., je zelo pomembno, da je zaznava prikazanega čustva zelo dobra. Z dobro zaznavo prikazanih čustev v animiranih vsebinah bomo namreč dosegli veliko boljšo vživetost in povezanost med likom in gledalcem, hkrati pa bo naše sporočilo bolje sprejeto in bolj zapomljivo. Z nekateri prikazi čustev v animacijah velikokrat pretiravajo, medtem ko nekateri drugi ne pokažejo dovolj intenzivnosti prikaza čustva, da bi se lahko v animacijo gledalec vživel. V raziskavi je bila analizirala zaznava animirane vizualizacije čustev na obrazu ilustriranega lika. Primerjala se je zaznava šestih osnovnih prikazov čustev, in sicer prikaz veselja, žalosti, gnusa, jeze, presenečenja in strahu. Vsako čustvo se je preko tehnik mikroanimiranja prikazalo v treh intenzivnostih, in sicer v zelo blagi intenzivnosti, v srednji intenzivnosti in v pretirani intenzivnosti prikazanega čustva. Zaznava posameznih čustev je bila analizirana s pomočjo ankete, kjer se je poleg pravilnosti odgovorov beležila tudi hitrost odgovora in jasnost tega. Na izbranih rezultatih so bile analizirane razlike v zaznavi posameznih čustev pri določenih intenzitetah. V rezultatih je predstavljeno, kako se je zaznava razlikovala glede na izbrano čustvo in intenziteto prikaza tega. Iz tega je bilo poglobljeno razumevanje o učinkih mikroanimacij in definirane so bile smernice, ki so v pomoč animatorjem pri vprašanju, katera čustva je treba še posebej poudariti, da so dobro zaznana in katera so lahko precej subtilna, vendar je zaznava še vedno zelo visoka. Emotions represent a big part of everyday communication, that’s why it’s important for us to learn how to identify them. They communicate how a person feels, if they’re happy, sad, angry, surprised or even scared. Even when talking about animated cartoons, advertisements, posts, etc., it’s important that we keep the emotion recognition high. That ensures a better connection between the character and the viewer, as well as making our message more memorable. Some facial expressions depicting emotions are often exaggerated, while others aren’t emphasised enough to ensure good emotional recognition. This study analyzes the perception of animated facial expressions depicting different emotions on an illustrated character. We compared the perception of six basic emotional expressions (happiness, sadness, anger, surprise, fear and disgust). Using micro-animation techniques, each emotion was depicted in three intensity levels (a subtle version, a normal version and an exaggerated version). Emotion perception was analysed with a survey where speed and accuracy were measured in addition to the correctness of the answers. The results show how the perception changed based on the emotion and the intensity shown and grant us a deeper understanding of micro-animations and facial expression. Based on the results, guidelines were formed to help animators answer the question, which emotions need to be especially exaggerated to be perceived and which emotions can be animated more subtly while still maintaining good emotional perception.
- Published
- 2022
37. Prikaz interaktivnih 3D modelov v obogateni resničnosti na mobilnih napravah
- Author
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Bergant, Marko and Gabrijelčič Tomc, Helena
- Subjects
3D computer graphics ,mobile devices ,mobilne naprave ,augmented paper ,obogatena resničnost ,interaktivne 3D-vsebine ,obogateni papir ,interactive 3D content ,3D-računalniška grafika ,augmented reality - Abstract
Magistrsko delo se navezuje na dve raziskovalni področji, in sicer 3D-računalniško grafiko in obogateno resničnost s kombinacijo njunega prikazovanja na mobilnih napravah. Naloga predstavlja izdelavo treh različnih interaktivnih 3D-modelov, ki temeljijo na realistično risani podobi domačih živali in jih je mogoče prikazati s pomočjo obogatene resničnosti na mobilnih napravah. Živali se prikazujejo v izdelani aplikaciji Obogatene živali z osnovnim uporabniškim vmesnikom. Prikazovanje temelji na načelu vzorčne metode, kjer govorimo o zaznavanju med mobilno napravo in obogatenim papirjem. Slednje predstavlja slikovno tarčo v obliki natisnjene interaktivne kartice. Ko kamera mobilne naprave prepozna tarčo, prikaže izbrano žival na mobilnem zaslonu, kjer dobimo rezultat nadgradnje resničnega sveta s 3D-liki. Ob prikazu 3D-lika na zaslonu je s pomočjo uporabniškega vmesnika možno vsako posamezno žival spoznati še v okviru treh različnih animiranih gibanj. Prvi del magistrskega dela je bil izveden v programu Blender, kjer smo ustvarili vse tri živalske 3D-like. Najprej smo morali živali zmodelirati v prepoznavno 3D-obliko, ki smo jim v nadaljevanju prilepili teksture. Sledila je postavitev sistema kosti in animacijskih kontrol, na temelju katerega smo like animirali. Po tem koraku smo delo prenesli v program Unity. V njem smo pripravili platformo, ki omogoča prikazovanje živalskih likov v načinu obogatene resničnosti. Končni rezultati celotnega dela so ustrezno izdelani živalski liki v obliki animiranih 3D-modelov, ki jih je mogoče prikazati v načinu obogatene resničnosti na mobilnih napravah z uporabo interaktivnih kartic. Izbrani parametri testiranja so pokazali, da prihaja do določenih razlik pri predvajanju med obema mobilnima napravama glede na izbrano stopnjo subdivizije 3D-lika. Pri zaznavanju na temelju svetlosti, oddaljenosti in naklona med slikovno tarčo in mobilno napravo je najboljša uporabniška izkušnja dosežena, če je slikovna tarča zajeta iz razdalje 15–20 cm in iz pogleda ptičje perspektive ob dobrih svetlobnih pogojih. This master's thesis is related to two research areas, namely 3D computer graphics and augmented reality, with a combination of their presentation on mobile devices. The thesis presents the creation of three different interactive 3D models based on a realistically drawn image of domestic animals, which can be displayed on mobile devices using augmented reality. The textured animals' models are displayed in an application called Augmented Animals (sl. Obogatene živali) with a simple user interface. The usability of the application is demonstrated by its detection of the image target, i.e. a printed interactive card, which proves the interaction between the mobile device and the augmented paper. When the mobile camera recognizes the target, it displays the selected animal on the screen. The result is an enhancement of the real environment with animated 3D characters. By displaying a 3D character on the screen and interacting with the user interface, the presentation of each animal in three different animated movements is enabled. The first part of this thesis was carried out using the Blender program, where we created all three 3D animal characters. First, we had to model all of the animals from their initial templates into a recognizable 3D shape, to which we then pasted the textures. This was followed by the construction of a system of bones and animation controls, based on which we were able to make animal animations. After this step, we transferred the project to the Unity program, where we constructed an application that is able to show characters in augmented reality. The final result of the entire process are adequately developed animal characters in form of animated 3D models, which can be displayed in the augmented reality mode on mobile devices using interactive cards. The selected testing parameters showed that there are certain differences in presentation between the two mobile devices depending on the selected 3D character subdivision level. However, in terms of detection based on light conditions, distance and inclination between the image target and the mobile device, the best user experience is achieved if the image target is captured from a distance of 15–20 cm, on a bird's eye view and under good lighting conditions.
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- 2022
38. Animacija spletnih grafik z uporabo CSS
- Author
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Ornik, Maša and Gabrijelčič Tomc, Helena
- Subjects
web design ,spletno oblikovanje ,spletne grafike ,interactivity ,interaktivnost ,spletna animacija ,web graphics ,web animation ,CSS - Abstract
Z animiranimi grafičnimi elementi na spletnih straneh se srečujemo vsak dan. Razvijalci in oblikovalci spletnih strani zaradi želje po izstopanju v množici novo nastajajočih spletnih strani opuščajo statične in monotone rešitve pri ustvarjanju novih spletnih mest. Diplomska naloga se ukvarja s pripravo in izdelavo grafičnih elementov, primernih za manipulacijo in gibanje na spletnih straneh s pomočjo CSS-kaskadnih stilskih predlog (angl. Cascading Style Sheets). V teoretičnem delu naloge sta opisana spletna animacija ter njen razvoj, različni načini, s katerimi jo lahko izvajamo, in kakšne so razlike med CSS in ostalimi oblikami, orodji in viri, ki so nam na voljo. V sklopu teorije je delo podrobneje osredotočeno na verzijo CSS 3 in lastnosti, ki jih ponuja. Relevantni in pojasnjeni pojmi so bili CSS-animacije, CSS-tranzicije ter pravilo glavne slike, čemur je bilo med raziskovanjem posvečeno največ pozornosti. Zadnji segment teoretičnega dela je namenjen podpori tovrstnega načina animiranja v brskalnikih. Eksperimentalni del je razdeljen na dve večji fazi izdelave, in sicer načrtovanje ter izdelavo animacij. V prvi fazi je bil zasnovan koncept animacij ter njihovih osrednjih elementov. Sledilo je oblikovanje grafik in priprava le-teh za uporabo v animacijah. Grafični elementi so bili izdelani v programu za vektorsko risanje grafik. Vsak izdelan osrednji element predstavlja določeno prevozno sredstvo, in sicer avtomobil, balon, podmornico in vesoljsko ladjo, ustrezno pripravljenega za animiranje. V drugi fazi so bile nastale grafike animirane s pomočjo CSS in spisani ukazi na podlagi želenega gibanja na strani. Koda je bila nato optimirana za delovanje v brskalnikih. V zadnjem delu eksperimentalnega dela je bilo izvedeno testiranje animacij v dveh različnih brskalnikih. V rezultatih poteka razprava o uspešnosti eksperimenta, doseženih ciljih ter težavnosti in časovni zahtevnosti. Težavnost in časovna zahtevnost sta bili odvisni od števila elementov in kompleksnosti njihovega gibanja. Dosežen cilj naloge so štiri uspešno izdelane animacije za splet in nadgradnja znanja na področju CSS. Na podlagi diplomske naloge so v zaključku podana glavna dognanja o uporabnosti CSS kot pripomočka za spletno animacijo. We encounter animated graphic elements on websites every day. Web developers and designers abandon static and monotonous solutions when creating new websites due to the desire to stand out in the multitude of newly emerging websites. Our diploma thesis deals with preparing and making graphic elements suitable for manipulation and movement on web pages with the help of CSS (Cascading Style Sheets). The theoretical part of the thesis describes web animation and its development, the existing methods in which it can be performed and the differences between CSS and other forms, tools and resources available to us. It also focuses more on the CSS 3 version and its features. Relevant and explained concepts were CSS-animations, CSS transitions and the keyframe rule. The last segment of theoretical work is dedicated to browser support. The experimental work is divided into two parts i.e. planning and making animations. The first part contains the design of the concept for animations and their elements. This was followed by creating graphics and their export into a form ready for animation use. Graphic elements were created in a vector design program. Each graphic represents a particular vehicle suitably prepared for animation use: a car, a balloon, a submarine and a spaceship. During the second part, the graphics were animated with the help of CSS and code commands were written based on the desired movement. Then the written code was optimized for browser support. The last part of the experimental work tests the animations in two different browsers. In the results, the success of the experiment, the difficulty and the time consumption of the process were determined, as also whether or not our initial goal was achieved. The difficulty and time consumption of the experiment depended on the number of graphic elements and the complexity of the desired movement. In the conclusion of the diploma thesis, the main viewpoints were formed regarding the usefulness, functionality and practicality of CSS as a tool for web animation.
- Published
- 2022
39. Korenčkova torta v stop motion animaciji
- Author
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Pleteršek, Nika and Gabrijelčič Tomc, Helena
- Subjects
stop motion animacija ,produkcija ,object animation ,predmetna animacija ,mixed media animation ,animacija mešanih tehnik ,production ,stop motion animation - Abstract
V diplomski nalogi je predstavljen celoten postopek izdelave stop motion animacije – od zasnove ideje do končnega izdelka. V teoretičnem delu je predstavljana zgodovina in razvoj stop motion animacije. Razdeljene in opisane so najvidnejše tehnike izdelave stop motion animacije z njihovimi glavnimi značilnostmi. Predstavljeni so najvidnejši animatorji te zvrsti avdio-vizualnega ustvarjanja. Ker je animacija v tej diplomski nalogi animacija mešanih tehnik, je predstavljena tudi animacija, ki je bila zgled. Dotaknemo se tudi prikaza hrane v različnih drugih animacijah. V eksperimentalnem delu je predstavljena in razdelana izhodiščna ideja te diplomske naloge – recept za korenčkovo torto. Postprodukcija vključuje izdelavo zgodborisa, ki doda vizualno osnovo za predstavitev recepta. Sledi predstavitev postavitve scene in opreme, ki smo jo uporabili pri animiranju. Opisano je napredovanje ideje od animacije s plastelinom do animacije mešanih medijev, vključno z vsemi težavami in izzivi, ki so se pojavili med samo produkcijo. Slednja je bila tehnologija, ki je prevladala. Po pregledu produkcijskega dela animacije na sceni, se diplomsko delo posveti obsežnemu post produkcijskemu delu. Ta je zajemal korekcijo fotografij, izvažanje datotek v delovni format, samo digitalno risano animacijo elementov, ter montažo slike in zvoka. Diplomsko delo se zaključi z razpravo o popravkih in izboljšavah, ki bi se lahko vključile v stop motion animacijo ter možnim nadaljnjim razvojem ideje. The diploma thesis presents the process of making stop motion animation - from the development of the idea to the final product. The theoretical part presents the history and evolution of stop motion animation. The most prominent techniques of making stop motion animation with their main features are divided and described. The most influential animators of this audio-visual medium are also presented along with their innovations in the field. As the animation in this thesis is of mixed media, examples of the technique are presented as well. At the end of the theoretical part we briefly touch on the presentation of food in visual media. In the experimental part, the development of the idea is presented and discussed - a recipe for a carrot cake. This involves making a storyboard, which adds a visual basis for later presenting the recipe in an animated form. We dive into the recipe and see which parts it consists of. The progress of the idea from plasticine animation to mixed media animation is described, including all the problems and challenges that arose during the production itself. Mixed media aniamtion was the technique that later prevailed. After the production work of animation on scene, the thesis is devoted to describing the extensive post-production work. This included correcting photos, exporting files to a working format, digitally drawn animation of elements such as ingredients, and editing images and sound. The paper is concluded with a discussion of corrections and improvements that could be included in this project, and possible further development of the idea.
- Published
- 2022
40. 2.5D paralaksa v fotografiji
- Author
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Božnik, Katja and Gabrijelčič Tomc, Helena
- Subjects
fotografija ,motion design ,parallax ,paralaksa ,oblikovanje gibanja ,video ,2.5D ,photography - Abstract
Za diplomsko delo je bil izdelan videoposnetek za objavo na družbenem omrežju Instagram z uporabo 2.5D paralakse v fotografiji. V teoretičnem delu je predstavljena teorija fotografije, katere razumevanje je pomembno predvsem v začetnih fazah dela, da vemo, kako doseči želene rezultate z izbiro pravih nastavitev. Razloženo je, kaj je paralaksa in na katerih drugih področjih je uporabljena v naravi, znanosti in umetnosti. Razloženo je tudi, kaj je 2.5D paralaksa in uporaba kamere v tem kontekstu. Opisani so oblikovanje gibanja s pomočjo premikanja kamere v 3D prostoru in dodatni učinki ter tehnike za poudarjanje gibanja, kar je pomembno za pripravo končnega predstavitvenega videoposnetka. Na koncu so podani še primeri uporabe 2.5D paralakse. V eksperimentalnem delu je prva faza zajemanje fotografij. V tem delu, podkrepljenim z znanjem o teoriji fotografije, s fotoaparatom na stojalu zajamemo kakovostne fotografije, ki so primerne za nadaljnjo obdelavo. Druga faza je obdelava fotografije v programih Adobe Lightroom Classic, kjer so fotografije po potrebi združene in kjer je opravljena barvna korekcija, ter Adobe Photoshop, kjer so odpravljene nepravilnosti na fotografiji in razrezane ter dorisane posamezne plasti. V tretji fazi postavimo plasti v 3D prostor v programu Adobe After Effects. V četrti fazi so opisani postopki za izdelavo predstavitvenega videoposnetka v programu Adobe After Effects, za katero sledi še zadnja faza izvažanja končnega videoposnetka s programom Adobe Media Encoder in objava na družbenem omrežju Instagram. V rezultatih in razpravah je komentirana uspešnost končnega izdelka ter izvedba vsake posamezne faze kot tudi izzivi, ki so se pojavili tekom dela. Končni videoposnetek je primerjan z izdelki drugih avtorjev. Dodan je tudi slikovni material končnega izdelka in povezava do objave na Instagramu. V zaključkih je ovržena hipoteza in podani so predlogi za nadaljevanje dela. In this thesis a video with 2.5D parallax in photography was created and posted on Instagram. The theoretical part introduces the theory of photography, which is important to understand, especially in the initial stages of work, to achieve desired results by choosing the right settings. It explains what parallax is and in which other fields in nature, science and art it is used. It also explains what 2.5D parallax is and the use of camera in this context. Motion design is described by moving the camera in 3D space, as well as additional effects and techniques to accentuate motion, which is important for creating the final presentational video. Finally, examples of the use of 2.5D parallax are given. Experimental part consists of five phases. First phase is capturing photos. In this phase we use our understanding of the theory of photography to capture appropriate photographs with a camera on a tripod. In the second phase we edit the photos, first by using Adobe Lightroom and then Adobe Photoshop. Here we merge photos, correct the colour, the imperfections, and we cut and refine the individual layers. The third phase involves positioning layers in 3D space in Adobe After Effects. The fourth phase describes the procedures for creating the final presentational video in Adobe After Effects, followed by the fifth and final phase where the final video is exported using Adobe Media Encoder and posted on Instagram. In Results and Discussions section, the success of the final video and of each phase is commented on, as well as any challenges encountered during the process. The final video is compared to products of other authors. Visual material and link to the final product are added. The hypothesis is challenged and refuted, followed by suggestions for continuing the work.
- Published
- 2022
41. Izdelava prototipa mobilne aplikacije za pohodništvo
- Author
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Oštir, Klara and Gabrijelčič Tomc, Helena
- Subjects
aplikacija ,mountaineering ,user experience ,pohodništvo ,uporabniška izkušnja ,prototip ,informacijska arhitektura ,prototype ,application ,information architecture - Abstract
Diplomska naloga obravnava področje izdelave prototipa mobilne aplikacije za pohodništvo, katerega namen je, da uporabniku omogoča enostaven, intuitiven in interaktiven odnos z vsebino. Postopek izdelave prototipa je potekal s pomočjo načrtovanja uporabniške izkušnje, ki vključuje analizo ciljnih uporabnikov ter njihovih želja in potreb, na podlagi katerih so bili načrtovani informacijska struktura in vsebinski bloki prototipa ter izdelani žični modeli mobilne aplikacije. Načrtovanje in izdelava prototipa aplikacije sta potekala na podlagi teoretičnega uvoda, ki zajema področje oblikovanja uporabniške izkušnje, metodologije izdelave prototipa in načrtovanja uporabniškega vmesnika. Pregled stanja raziskav je vključeval analizo že obstoječih aplikacij s podobnimi cilji ter obravnavo njihovih funkcionalnosti in pomanjkljivosti. Eksperimentalni del je vključeval določitev ciljev aplikacije. Za natančno izbiro vsebinskih kategorij in funkcionalnosti, primernih za aplikacijo, je bilo treba določiti ciljne skupine. Ta korak je potekal z anketiranjem. Na podlagi tega so bili oblikovani reprezentativni uporabniki (persone) in prek ravni oblikovanja uporabniške izkušnje izdelana informacijska arhitektura, kateri je sledilo oblikovanje žičnih modelov. Prototip je na koncu dobil svojo podobo z izbiro oblikovnih elementov, kot so barvna paleta, ikone in tipografija. Testiranje prototipa je potekalo s pomočjo SUS vprašalnika in nalog, ki so jih opravili potencialni uporabniki. Rezultat diplomskega dela je prototip aplikacije, ki glede na rezultate vprašalnika o njegovi uporabnosti zadovoljuje potrebe uporabnika, je enostaven za uporabo, razumljiv in stilsko dovršen. Kot so pokazali rezultati anketiranja, bi uporabnik s pomočjo aplikacije na enostaven način načrtoval svoje pohode v hribe, saj bi imel vse informacije na enem mestu. The diploma thesis addresses the field of prototyping a mobile application for hiking, the purpose of which is to provide the user with an easy, intuitive and interactive relationship with the content. It was created through the planning of the user experience, which includes the analysis of target users, and their wishes and needs, based on which the information structure and content blocks and wireframes of the prototype were designed. The design and prototyping of the application took place on the basis of a theoretical introduction, which covers the field of user experience design, prototyping methodology and user interface design. The review of research also included an analysis of already existing applications with similar objectives and addressed their functionalities and shortcomings. The experimental part included setting application objectives. In order to accurately select content categories and functionalities suitable for the application, it was necessary to determine the target groups. This step took place through a survey. Based on this, representative users (personas) were designed and information architecture was created through the levels of user experience design, followed by the design of wireframes. The prototype eventually got its final image by choosing design elements such as color palette, icons and typography. Prototype testing was conducted using the SUS questionnaire and tasks performed by potential users. The result of the diploma work is a prototype application that, according to the results of the questionnaire on its usability, meets the needs of the user, is easy to use, understandable and stylish. As the results of the survey showed, the user would be able to easily plan their hikes in the mountains, as it would have all the information in an application in one place.
- Published
- 2022
42. Razvoj lika in oblikovanje animacije z digitalno ilustracijo
- Author
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Kosmos, Tina and Gabrijelčič Tomc, Helena
- Subjects
razvoj lika ,classical animation ,ozadje ,background ,digitalna ilustracija ,klasična animacija ,čustvena stanja ,digital illustration ,emotional states ,character design - Abstract
V diplomskem delu z naslovom Razvoj lika in oblikovanje animacije z digitalno ilustracijo sta predstavljena proces razvoja lika in ozadja preko ročno risane rastrske ilustracije ter opisan celoten postopek oblikovanja digitalno risane klasične animacije. V teoretičnem delu je najprej opredeljena digitalna ilustracija, nato sta predstavljena razvoj lika ter oblikovanje čustvenih stanj z obrazno mimiko in držo. Opisana so gibanja in poze lika. Nato so razložena načela za oblikovanje ozadja. Predstavljeno je področje animacije, kjer so opisani principi ter tehnike klasične animacije. V praktičnem delu je opisan postopek izdelave izdelka, ki se je začel z razvojem lika, čustvenih stanj in zasuka. V tej fazi smo zbrali ideje in preko skic oblikovali več različic lika. Sledilo je oblikovanje ozadja z uporabo obravnavanih načel. Koraki izdelave so vključevali idejne skice in zasnovo, barvanje, dodajanje detajlov, senčenje in svetljenje. Pri izdelavi ilustracij smo uporabljali grafično tablico in programsko orodje Adobe Photoshop, skupaj z njegovimi funkcijami in orodji. V zadnji fazi so skozi animacijo digitalne ilustracije združene v končni izdelek. Postopek izdelave animacije je predstavljen v celoti od osnovnega motiva in snemalne knjige pa do postopka animiranja in postprodukcije. Animacija je izdelana v programu Adobe Photoshop s tehnikami oblikovanja sličice za sličico in brez avtomatiziranja. Končni izdelek je animacija na temo dogodivščin gozdne vile, skozi katero so predstavljene avtorske ročno risane rastrske ilustracije. Prikazane so štiri prigode gozdne vile v štirih letnih časih. Pozimi gozdna vila sreča veverico, pomladi ptico, poleti miš, jeseni medveda. Spremljamo sobivanje gozdne vile z živalmi ter skozi njihovo neverbalno komunikacijo sledimo zgodbi. The diploma thesis, Character design and creating animation with digital illustration, introduces the process of character design and background development through hand-drawn raster illustration and describes the entire process of creating digitally-drawn classical animations. The theoretical section defines digital illustrations and presents the development of a character and the formation of emotional states with facial expressions and body posture. The movements and poses of the character are described. The principles for designing the background are then explained. The field of animation is presented, where the principles and techniques of classical animation are described. The practical section describes the process of creating a product, which begins with the development of the character, their emotional states, and rotation. During this phase, we gathered ideas and designed several versions of the character through sketches. We then created a background using the principles discussed. The steps that we followed included creating conceptual sketches and designs, painting, adding details, shading, and lighting. We used a graphics tablet and Adobe Photoshop to create the illustrations using its inbuilt features and tools. Then, in the final stage, digital animations were combined into the final product. The process of making an animation is presented, covering every stage from the basic motif and storyboard to animation and post-production. Animations were created using Adobe Photoshop with frame-by-frame techniques and no automation. The final product was an animation on the theme of forest fairy adventures, where the hand-drawn raster illustrations are presented. Four events in four seasons are shown, as experienced by a forest fairy. In the Winter, the forest fairy meets a squirrel in the Spring, a bird in the Summer, a mouse and in the Autumn, a bear. During the animation, we observe the coexistence of a forest fairy with the woodland animals, and we follow the story through their non-verbal communication.
- Published
- 2022
43. Izdelava vizualnih učinkov in 3D lika za umestitev v stilsko enotno video vsebino
- Author
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Knific Košir, Aja and Gabrijelčič Tomc, Helena
- Subjects
animacija ,računalniško ustvarjeno okolje ,digital compositing ,3D lik ,digitalno sestavljanje ,animation ,computer-generated environment ,3D character ,visual effects ,vizualni učinki - Abstract
Magistrsko delo z naslovom Izdelava vizualnih učinkov in 3D lika za umestitev v stilsko enotno video vsebino obravnava potek izdelave kratkega filma, ki vsebuje vizualne učinke. Izdelava končnega izdelka je v magistrskem delu predstavljena skozi tri faze: predprodukcijo, produkcijo in postprodukcijo. V predprodukciji je obravnavano določanje elementov, ki jih je moč predstaviti kot vizualne učinke. Predstavljen je razvoj lastne ideje oziroma zgodbe, ki povezuje prej določene elemente v celoto, pojasnjen pa je tudi izbor snemalne ter računalniške opreme za uresničitev lastne ideje. Produkcija in postprodukcija sta fazi, ki obravnavata uresničitev ideje. V njma je predstavljeno, kako je s pomočjo predhodno opravljene analize različnih moţnostih ustvarjanja vizualnih učinkov z izgradnjo, dodelavo in obdelavo načrtovanih elementov ter montaţo nastalega digitalnega materiala moţno doseči stilsko enoten končni izdelek. Magistrska naloga je razdeljena na dva dela. Prvi, teoretični del, predstavi zgodovino razvoja vizualnih učinkov v filmski industriji, pri čemer je vključenih nekaj primerov dobre prakse, opisanih pa je tudi nekaj trendov ustvarjanja na tem področju v zadnjem desetletju. V teoretičnem delu je prav tako opisanih nekaj najpogosteje uporabljenih tehnik, ki so potrebne za izdelavo vizualnih učinkov. Drugi, praktični del, najprej predstavi namen in hipoteze magistrskega dela. Skozi različne stopnje ustvarjanja vizualnih učinkov razkrije, kaj vse je potrebno opraviti za nastanek kratkega filma z vizualnimi učinki. Pri tem obravnava načrtovanje končnega izdelka, izdelavo in dodelavo vsakega izmed računalniško ustvarjenih elementov, ki so vključeni v film, pri čemer opiše tudi vse tehnike, ki so bile uporabljene pri izdelavi. Predstavi tudi potek zaključne dodelave in obdelave digitalnega materiala, kjer se dotakne digitalnega sestavljanja, montaţe prizorov in barvne korekcije. Magistrsko delo se zaključi z analizo tistih delov končnega izdelka, s pomočjo katerih je bil doseţen namen magistrskega dela, ob enem pa potrdi hipoteze, ki so bile postavljene pred začetkom ustvarjanja. This master thesis, titled The Making of Visual Effects and 3D Character for Placement in a Visually Unified Video Content, describes the process of making a short film that contains visual effects. The process of making the final version of a video is described in three stages: pre-production, production and post-production. Pre-production addresses the determination of the elements that can be described as visual effects as well as the development of the story that connects the described elements into a unified content. Pre-production further contains a description of recording and software equipment planned for the realisation of the project. Production and post-production are the stages showing the realisation of the idea. In this part, the creation of a stylistically unified video content is presented, which was achieved through an analysis of the process of creating visual effects. The processing and final editing of digital elements are also described in these stages. The master thesis is divided in two parts. The first, theoretical part, is a presentation of the historical development of visual effects in the film industry, where some examples of good practice are also included. Some trends prevailing in this field over the last decade are described at this point as well. Last but not least, the theoretical part describes some of the most common techniques used when creating visual effects. The second, experimental part, first presents the purpose and hypotheses of the master thesis. Through various stages of creating visual effects, it describes what needs to be accomplished in order to create a short film with visual effects. Next, it includes the process of creating all the computer-generated elements that are included in the final version of the film, and describes all the techniques that were used in their making. The processes of digital compositing, video editing and colour correction are also described at this point. At the end of the master thesis there is an analysis of different parts of the short film proving that the purpose of the master thesis has been achieved. The analysis also confirms the hypotheses of the thesis.
- Published
- 2022
44. Vizualizacije interierja v skandinavskem slogu
- Author
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Sedmak, Teja and Gabrijelčič Tomc, Helena
- Subjects
3D computer graphics ,vizualizacije ,architecture ,visualizations ,3D računalniška grafika ,notranje oblikovanje ,skandinavski slog ,Scandinavian style ,stilizem ,arhitektura ,stylistics ,interior design - Abstract
Namen magistrskega dela je izdelava vizualizacije interierja v skandinavskem slogu s prepletom fotorealizma in stilizma. Dandanes so vizualizacije zaradi svoje vsestranskosti prisotne med raznimi panogami tudi v arhitekturi in notranjem oblikovanju. Z izrisi vizualizacij lahko oblikovalec svoje ideje predstavi tudi v 3D računalniški grafiki in tako prikaže izgled objekta še pred končno realizacijo projekta. V teoretičnem delu magistrskega dela je bilo s pomočjo domače in tuje literature raziskano in pridobljeno znanje o pravilih, orodjih in postopkih za izdelavo vizualizacij interierja v skandinavskem slogu s poudarkom na fotorealizmu. V tem delu je predstavljeno tudi področje skandinavskega notranjega oblikovanja v sklopu arhitekture in izbrana referenčna oblikovalca na slovenskem ter tujini, ki se na področju arhitekture in notranjega oblikovanja ukvarjata z izdelavo vizualizacij. V eksperimentalnem delu je predstavljen celoten delokrog izdelave vizualizacij interierja, razdeljen v poglavja: 3D modeliranje konstrukcije objekta in pohištvenih elementov s preprostejšo topologijo mreže v programu Sketchup, uvoz 3D modela v program Blender, uvoz modelov iz knjižnic z zahtevnejšo topologijo mreže, postavitev kamer v prostore, teksturiranje 3D modelov, osvetlitev scene, zajem upodobitev, postprodukcija s končno obdelavo. V poglavjih so podrobneje zapisani in razloženi postopki za izdelavo izbranih upodobitev. V poglavju Rezultati in razprava so predstavljene končne vizualizacije interierja v skandinavskem slogu. Opisane so tudi ure vloženega dela v posamezna področja celotnega procesa. Magistrsko delo služi kot priročnik za oblikovalce, ki se prvič srečajo z uporabo odprtokodnega programa na področju ustvarjanja vizualizacij v arhitekturi in notranjem oblikovanju. The purpose of this master's thesis is to create visualizations of the interior in the Scandinavian style with the intertwining of photorealism and stylism. Today, due to their versatility, visualizations are also present among various industries such as architecture and interior design. Drawing out the visualizations the designer can present the ideas in 3D computer graphics and show the appearance of the object before the final realization of the project. The theoretical part of the master's thesis researches the rules, tools and procedures for making interior visualizations in the Scandinavian style with an emphasis on photorealism with the help of domestic and foreign literature. This part also presents the field of Scandinavian interior design and work of selected Slovenian and foreign designers who are producing architectural and interior design visualizations. The experimental part focuses on the entire scope of interior visualizations by chapters which include: 3D modelling of building construction and furniture elements with a simpler network topology in Sketchup, importing 3D model into Blender program, importing models from libraries with more complex network topology, installation of cameras in rooms, texturing of 3D models, scene lighting, image capture, post-production with finishing. All procedures for making selected representations are explained in detail. In chapters Results and Discussion the final visualizations of the Scandinavian style interior design are presented. The hours of work invested in individual areas for the entire process are also included. The master's thesis serves as a handbook for designers who are for the first time encountering the use of an open source program in the field of creating visualizations for architecture and interior design.
- Published
- 2021
45. Animation as a teaching tool
- Author
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Smareglia, Celeste Sanja and Gabrijelčič Tomc, Helena
- Subjects
3D animacija ,nadgradnja učne ure ,skin ,learning ,Mayerjeva načela ,Mayer's principles ,augmented reality ,3D animation ,koža ,obogatena resničnost ,sodobni učni pripomočki ,lesson enhancement ,učenje ,modern learning tools - Abstract
Diplomska naloga z naslovom Izdelava animacije kot učni pripomoček je obsegala proces modeliranja, teksturiranja in animiranja tridimenzionalnih (krajše 3D) modelov v skladu z načeli didaktičnega oblikovanja. Namen diplomskega dela je bil izdelati didaktične 3D animacije, ki bi na zanimiv način prikazovale elemente in procese v koži po učnem načrtu pouka biologije v 8. razredu osnovnošolskega izobraževanja. V ospredju naloge je bil predvsem izobraževalni učinek animacije, zaradi česar so temelje za izdelavo animacije predstavljala predvsem Mayerjeva načela in osnove likovnega izražanja. Posledično je v diplomski nalogi vključena tudi analiza didaktičnosti s pomočjo anketnega vprašalnika. Kot spremni produkt je bila v sodelovanju s projektnimi partnerji ustvarjena tudi aplikacija z obogateno resničnostjo (ang. augmented reality, krajše AR) in AR predloga, katerih namen je bil obnoviti pridobljeno znanje in dodatno angažirati učenca, da snov ponovno pregleda. V teoretičnem delu so bila, upoštevajoč Mayerjeva načela, razložena pravila ustvarjanja didaktičnega učnega pripomočka in osnove ustvarjanja animacije v 3D – od modeliranja, teksturiranja, obogatene resničnosti, animiranja, simuliranja in upodabljanja. V eksperimentalnem delu je bil podrobno opisan postopek zasnove in delokrog ustvarjanja animacije v okviru obravnavanih didaktičnih načel. Prikazana je bila uporaba programov Blender in Houdini za destruktivno ter proceduralno modeliranje. Za tem je bil opisan postopek teksturiranja in postopek razvijanja simulacije po meri. Razložen je bil tudi način dela in konvencije poimenovanja datotek, ki so bile uporabljene za zmanjšanje zmede dela v skupinah. Temeljito so bile preučene programske napake, ki so onemogočale optimalno vizualiziranje v programu Blender in postopek odpravljanja ter obhajanja le-teh. Raziskava je vključevala tudi analizo rezultatov anketnega vprašalnika ter didaktično in tehnično učinkovitost končnega produkta. Končna izdelka diplomske naloge sta s pomočjo 3D tehnologije upodobljeni didaktična animacija, pospremljena z naracijo, in AR aplikacija, ki jo dopolnjuje AR predloga z ikonami za zaznavo. Rezultati so pokazali, da je animacija dosegla svoj cilj – učencem se je povečal interes za snov, poleg tega je bilo tudi razvidno, da so med obogateno učno uro uživali. Tudi učitelji so dobili interes za podobne učne vsebine in si v prihodnosti želijo več podobnih pripomočkov za poučevanje. The thesis titled Animation as a teaching tool summarizes the process of modeling, texturing, and animation of 3D models in accordance with principles of didactic design. The aim of the thesis was to create a didactic 3D animation that would use an intriguing way of representing the elements and processes in the skin according to the curriculum of biology lessons in the 8th grade of primary education. The teaching aspect of the animation was at the forefront of the paper that's why Mayer’s principles were used in conjunction with composition and color theory. Therefore, the thesis also included an analysis of didactics by means of a survey questionnaire. As an accompanying product in collaboration with our product partners, an AR app and an AR template have been created with the aim of refreshing the acquired knowledge and further engaging the viewer to revisit the material. The theoretical part, following Mayer's principles, explained the rules of creating a didactic teaching aid and the basics of creating animations in 3D – from modeling, texturing, AR, animation, simulation, and rendering. The experimental part expressed in detail the process of art direction and the workflow of animation created in the context of the didactic principles discussed. Furthermore, the use of software like Blender and Houdini for destructive and procedural modeling was demonstrated. This was followed by a description of the texturing process and the formative simulation procedure. The way of working and the file naming conventions used to reduce the confusion of working in groups were also explained. The software bugs that prevented us from optimizing visualization in Blender were thoroughly examined, as well as the process for correcting and working around them. The research also included the analysis of the results of the survey questionnaire and the didactical and technical effectiveness of the final product, which is a didactic animation with narration, made with the use of 3D software technology and an AR app, which was complemented by an AR template with icons for detection. The data showed that the goal of the animation was achieved – the students' interest in the subject of human skin has increased. They also enjoyed the augmented lesson. Teachers gained interest in similar learning content and would like to employ more similar teaching aids in the future.
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- 2021
46. Uporabniško usmerjeno oblikovanje aplikacije Socializer
- Author
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Vida, Emilija and Gabrijelčič Tomc, Helena
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usability ,oblikovanje vmesnika ,mobilna aplikacija ,user experience ,uporabniška izkušnja ,prototip ,user interface design ,uporabniško testiranje ,mobile application ,user testing ,prototype ,uporabnost - Abstract
Namen diplomskega dela je načrtovanje in oblikovanje vmesnika mobilne aplikacije za spoznavanje novih ljudi, spodbujanja druženja in spoznavanja v živo. S postopkom načrtovanja uporabniške izkušnje je bil cilj ustvariti enostaven, intuitiven in uporaben uporabniški vmesnik. V teoretičnem delu so predstavljene uporabniške izkušnje in uporabniško usmerjeno oblikovanje, s čimer so postavljeni temelji za nadaljnje oblikovanje izdelka. Z analizo uporabniških želja in potreb so bile pridobljene informacije o tem, kdo so reprezentativni uporabniki aplikacije ter kaj je treba upoštevati pri nadaljnjem oblikovanju vmesnika. Z zbranimi informacijami se je ustvarila informacijska arhitektura in žični model, s katerimi se je organizirala vsebina in funkcionalnost. Z izdelavo žičnih modelov so bili ustvarjeni temelji za oblikovanje uporabniškega vmesnika. Ta se je oblikoval po načelih oblikovanja, predstavljenih v teoretičnem delu. Najprej so bili opredeljeni vizualni elementi za nadaljnje oblikovanje, kot so barve, tipografija, gumbi, razmiki in prazna stanja, ter nato je bil oblikovan končni vmesnik aplikacije. Izdelan je bil prototip aplikacije, s katerim je bilo izvedeno uporabniško testiranje na platformi Maze.design. Analiza rezultatov testiranja je pokazala, da je izdelek ustrezen, zadovoljiv in enostaven za uporabnike. Rezultati so tudi pokazali, da bi bilo treba del aplikacije, ki hkrati zajema zemljevid s točno določeno lokacijo druženja in pogovor o druženju z drugo osebo, prilagoditi in spremeniti, da bi bila aplikacija še bolj prijazna uporabnikom. The purpose of the diploma thesis was to plan and design the interface of a mobile application for meeting new people, that would encourage users to socialize and meet new people in person. Through the user experience planning process, the goal was to create a simple, intuitive, and useful user interface design. In the diploma thesis, the theoretical part of user experience and user-oriented design were first researched, thus laying the foundation for further product design. The analysis of the user wishes and needs provided information on who the representative users of the application are and what needs to be considered when further designing the interface of the application. With the gathered information, an information architecture and wireframe models were created, with which the content and functionality were organized. The wireframes, also laid the foundations for the design of the user interface. This was designed according to the design principles presented in the theoretical part. First, visual elements such as colors, typography, buttons, grids, and empty spaces were defined and then the final interface interface of the application was designed with them. In the end, the prototype of the application was created and user testing was performed on the Maze.design platform. Analysis of the test results showed us that the product is adequate, sufficient and simple, but it would be necessary to slightly adjust and change one part of the application design to make the application even more user-friendly.
- Published
- 2021
47. Koncipiranje in vizualizacija lika bojevnika
- Author
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Kurent, Klemen and Gabrijelčič Tomc, Helena
- Subjects
Moi3d ,workflow ,Cycles ,delokrog ,conception ,kocipiranje ,Blender - Abstract
Namen diplomske naloge je opis postopka dela izdelave tridimenzionalnega (krajše 3D) robotskega lika, oblikovanega s pomočjo računalniške grafike. Cilj diplomske naloge je prikazati celoten delokrog izdelovanja 3D lika za nadaljnjo uporabo v produkciji ali samostojni objavi. Uporabljen je bil sodoben delokrog z vključenimi orodji in tehnikami v 3D računalniški tehnologiji, in sicer v programu Blender. Sprva je v diplomskem delu opisan teoretičen del uporabljenih tehnologij. Teorija zajema opis programskih paketov, ki so bili potrebni za samo vizualizacijo končnih izdelkov. V eksperimentalnem delu je natančno naveden celoten postopek izdelave ter praktična izvedba do končnih rezultatov. Tu so predstavljene vse stopnje dela in vključeni procesi, ki so se nanašali specifično na koncipiranje bojevnika, uporabljene tehnike dela, vse od njegove zasnove do končne upodobitve. Koraki so zajemali digitalno kiparjenje, 3D modeliranje, CAD modeliranje, retopologijo, ustvarjanje materialov, postavitev scene in luči ter upodabljanje. V procesu snovanja lika za delokrog v filmih, serijah ali igrah se velikokrat srečamo s tako imenovano konceptualno izdelavo lika, ki smo se je poslužili tudi pri našem delu. Ta način temelji na izdelavi prototipa, ki se nato v procesu še dodatno razvija in spreminja. Izdelava 3D lika je potekala z uporabo CAD podatkov, ki zahtevajo drugačen delokrog v primerjavi s konvencionalnimi 3D programi. CAD programi temeljijo na delokrogu s krivuljami, medtem ko ostali 3D programi uporabljajo poligone. Uporabljen je bil program Moi3d za kompleksne elemente lika, ki jih lažje vizualiziramo po oblikovanju s pomočjo računalniško mašinskih operacij. Cilj dela je bil tudi razširiti znanje na področju CAD in CNC procesov, prav tako pa tudi njuna skupna implementacija v sam 3D svet. V rezultatih so predstavljene vizualizacije robotskega bojevnika, ki je nastal s kombinacijo uporabe več različnih tehnik. Vsaka vizualizacija je razložena glede načina zajema in vsebine, ki je predstavljena, poleg tega je ocenjen tudi nivo vizualizacije glede sporočilnosti. Pojasnjeni so izzivi pri procesu dela, uporaba orodij, tehnik ter izzivi vizualiziranja končnega izdelka. Zaključek vključuje sklepne misli, opis dela ter navedbo motivacij za nadaljnje delo. The purpose of the diploma thesis is to describe the process of making a three-dimensional (shorter 3D) robotic character, designed with the help of computer graphics. The aim of the diploma thesis was to show the entire production pipeline of a 3D character for further use in production or independent publication. A modern workflow was used with included tools and techniques in 3D computer technology, available in the program Blender. In the beginning, the diploma thesis describes the theoretical part of the applied technologies. The theory includes a description of the software packages that were needed to visualize the final products themselves. The experimental part specifies the entire manufacturing process and its execution up to the final results. All of the stages of work and the included processes that referred specifically to the conception of the warrior, the techniques used in the work from its design to the final depiction are presented here. The steps include digital sculpting, 3D modeling, CAD modeling, retopology, material creation, scene and light layout, and rendering. During the process of designing a character for the production pipeline in movies, series or games, we often encounter the so-called conceptual making of a character, applied also to our workflow. This method is based on the production of a prototype, which is then further developed in the process and continues to change. The creation was carried out using CAD data, which requires a different workflow compared to conventional 3D programs. CAD programs are based on production with curves, while other 3D programs use polygons. The program Moi3d was used for complex character elements that are easier to visualize after they have been designed with computer-machine operations. In addition, the aim of the thesis was to expand the knowledge in the field of CAD and CNC processes, as well as their joint implementation in the 3D world. The visualizations of a robotic warrior created by combining the use of several different techniques are presented in the results. Each visualization is explained in terms of the method of capture and the content presented. The level of visualization in terms of message is assessed as well. The challenges in the work process, the use of tools, techniques, and the challenges of visualizing the final product are explained. The conclusion includes the final thoughts, the description of the process and the indication of motivation for further work.
- Published
- 2021
48. Digitalna rekonstrukcija antičnega mesta Petoviona
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Sotlar, Jerneja and Gabrijelčič Tomc, Helena
- Subjects
kulturna dediščina ,3D-modeliranje ,Poetovio ,cultural heritage ,Panorama ,digitalna rekonstrukcija ,Petoviona ,digital reconstruction ,3D modeling - Abstract
Namen magistrskega dela je izdelava hipotetične 3D-digitalne rekonstrukcije griča Panorama in rimske četrti, ki sledi geofizikalnim, arheološkim in geološkim raziskavam na tem področju, ter izdelava izrisov in predstavitvenega avdio-vizualnega medija, primernega za uporabo na strokovnih srečanjih, družbenih omrežjih in spletnih prikazih. V teoretičnem delu je predstavljen pomen digitalizacije in digitalne rekonstrukcije kulturne dediščine in možnosti njune uporabe. Sledi predstavitev tehnik digitalizacije oziroma digitalne rekonstrukcije objektov in primeri digitalnih rekonstrukcij antičnih mest. Teoretični del je zaključen s pregledom značilnosti rimskih mest, Petovione in Panorame. Sledi eksperimentalni del, katerega cilj je bil izvesti vse faze, potrebne za izdelavo hipotetične digitalne rekonstrukcije dela antičnega mesta. Prvi korak je bil študij raziskav, analiz in drugih pisnih virov. Sledila je faza 3D-modeliranja stavb in reliefa griča ter umestitev modelov stavb na Panoramo. Sledilo je teksturiranje 3D-modelov, osvetlitev scene in animiranje kamere. Eksperimentalni del je zaključen z upodobitvijo izrisov in animacije. Primerjava z referenčnimi slikami sta predstavljeni v poglavju Rezultati in razprava. Hipotetična digitalna rekonstrukcija Panorame je ocenjena kot ustrezna, saj je podoben videz stavb mogoče najti v različnih slikovnih virih, ki opisujejo bližnja antična rimska mesta, kot sta Ostia in Carnuntum. V zaključku je potrjeno, da je bilo največ sodelovalnega vložka med arheologi in 3D-oblikovalci potrebnega pri fazi 3D-modeliranja. Pri teksturiranju, osvetljevanju in upodabljanju je bilo zaradi tehnične narave dela potrebe po sodelovanju manj. Pri 3D-modeliranju je bilo na voljo več izhodišč iz arheoloških odkritij in raziskav kot v poznejših korakih. Služila so kot opora pri točnejšemu modeliranju stavb. Pri izbiri tekstur in procesu teksturiranja je bila potrebna večja mera interpretacije kot v fazi 3D-modeliranja. The purpose of the master's thesis is the making of hypothetical 3D digital reconstruction of the Panorama hill and the Roman quarter, which follows geophysical, archaeological and geological research of said geographic area and creation of renders and an audio-visual presentation suitable for use at professional meetings, social networks and web displays. In the theoretical part the importance of digitization and digital reconstruction of cultural heritage and the possibilities of their use is presented. Following is a presentation of techniques of digitization and digital reconstruction and examples of digital reconstructions of ancient cities. Theoretical part is concluded with an overview of the characteristics of Roman cities, Poetovio and Panorama. The aim of the experimental part was to carry out all the phases necessary to create a hypothetical digital reconstruction of a part of the ancient city. The first step was the study of research, analysis and other written sources. This was followed by 3D modeling of buildings, relief of the hill and placing models on the Panorama. Texturing the 3D models, lighting the scene, and animating the camera followed. The experimental part is concluded with renders and animation. Comparison with reference images are presented in the chapter Results and discussion. A hypothetical digital reconstruction of the Panorama is judged appropriate, as a similar appearance of the buildings can be found in various pictorial sources describing nearby ancient Roman cities such as Ostia and Carnuntum. It is confirmed that the most collaborative input between archaeologists and 3D designers was required in the 3D modeling phase. Due to the technical nature of the work, there was less need for cooperation when texturing, lighting and rendering. When 3D modeling, more starting points from archaeological discoveries and research were available than in the later steps. They served as a base for more accurate modeling of the buildings. A greater degree of interpretation was required in the selection of textures and the texturing process than in the 3D modeling phase.
- Published
- 2021
49. 3D prototipiranje armature in tisk lutke za produkcijo stop-motion animacije
- Author
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Jereb, Manca and Gabrijelčič Tomc, Helena
- Subjects
3D tisk ,animacija ,materiali ,armature ,animation ,puppet ,3D print ,stop motion ,armatura ,stop-motion ,lutka ,materials - Abstract
Magistrsko delo opisuje izdelavo 3D natisnjene lutke za stop-motion animacijo. Cilj magistrskega dela je načrtovati 3D model lutke in okostja, preskusiti in analizirati njuno najbolj optimalno ujemanje ter doseči način, da se bo v animaciji čim bolj optimalno premikala. Raziskovanje je temeljilo predvsem na izdelavi okostja za doseganje njegove optimalne gibljivosti v povezavi z anatomijo telesa lutke. Delo se začne s pregledom teorije s področja 3D tiska, raziskav na področju materialov in tehnologij tiska, ki omogočajo čim bolj obstojen in močan tisk modelov. Sledi pregled teorije s področja stopmotion animacije. Po končanem teoretičnem delu so predstavljene metode dela, ki so bile uporabljene pri raziskovanju optimalnih rešitev za izdelavo lutke. Raziskovalni del vsebuje skiciranje armature, kateremu je sledilo modeliranje v programu Blender. Modeli so natisnjeni s tiskalnikom Form 2, ki deluje na SLA tehnologiji. Okostje lutke je izdelano iz belega tekočega fotopolimera, ki dobro imitira plastiko, zunanji del pa je izdelan iz elastičnega materiala Elastic 50A. Praktično delo je imelo veliko izzivov. Na začetku je potrebno najti prave razlike v velikostih zglobov in krogel, da je okostje sposobno obdržati določene poze. Pri zunanjem materialu je potrebno najti pravo debelino sten, ki še omogoča prepogibanje materiala in obstoj v pozi, pri tem pa je potrebno najti tudi način, kako se bo okostje v zunanji del vstavilo. Na koncu je izdelana animacija cikla hoje, s katero se je preizkusilo delovanje lutke. Opisani so vsi postopki izdelave animacije, od načrtovanja do post-produkcije. Rezultat magistrskega dela je 15- sekundna animacija cikla hoje, s katero je bilo preverjeno delovanje lutke. The master's thesis describes the production of a 3D printed puppet for a stop-motion animation. The intent was to design a 3D model of a puppet and skeleton to test and analyze their most optimal match, and achieve a way for it to move as optimally as possible in animation. The research was mainly based on making a skeleton to achieve its optimal mobility in conjunction with the puppets’ anatomy. The thesis begins with a review of the theory in the field of 3D printing, research in the field of materials and printing technologies, which would enable the most durable and strong printing of models. From then on we go through the theory in the field of stop-motion animation. After completing the theoretical work, we present the methods of work used in the research of optimal solutions for making a puppet. The research part contains a sketch of the armature, which is followed by modeling in the Blender program. The models are printed with a Form 2 printer running on SLA technologies. The skeleton of the doll is made of white resin, which when printed imitates plastic, the outer part is made of elastic material Elastic 50A. Experimental work came with many challenges. In the beginning, it is necessary to find the right differences between the size of the joints and spheres for them to be able to maintain certain poses. In the case of external material, the most suitable wall thickness had to be found, which allowed the material to be pre-folded and to maintain the pose, while also having to find a way for the skeleton will be inserted into the outer part. In the end, an animation of the walking cycle is made to test the function of the puppet. All animation production processes are described, from planning to post-production. The result of the master's thesis is 15 seconds long animation of the walking cycle. With that the function of the doll was checked.
- Published
- 2021
50. Načrtovanje in izdelava spletnega mesta podjetja Fizioterapija Mužar s poudarkom na optimizaciji uporabniške izkušnje
- Author
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Mužar, Sara and Gabrijelčič Tomc, Helena
- Subjects
spletno mesto ,user experience ,uporabniška izkušnja ,website ,informacijska arhitektura ,fizioterapija ,physiotherapy ,WordPress ,information architecture - Abstract
V diplomskem delu je bil predstavljen celoten postopek načrtovanja, oblikovanja in izdelave spletnega mesta za podjetje Fizioterapija Mužar, Andreja Mužar, ki je samostojno podjetje in se v osnovi ukvarja s fizioterapijo ter, poleg tega ponuja še ostale storitve. Namen diplomskega dela je bil izdelati spletno mesto, na podlagi pridobljenega znanja in raziskave teoretičnega dela. Cilj je bil izdelati spletno mesto s poudarkom na optimizirani uporabniški izkušnji, posledično pa pridobiti čim več novih uporabnikov na spletnem mestu. Teoretični del je vseboval razlago osnovnih pojmov, pomembne korake pri izdelavi in predstavitev sistemov za izdelavo spletnih mest. Tukaj smo se osredotočili na program WordPress, v katerem smo spletno mesto izdelali. Na koncu je bil definiran še pojem uporabniška izkušnja. V eksperimentalnem delu je bilo predstavljeno podjetje in njihove želje. Sledilo je načrtovanje v Adobe programih in izdelava spletnega mesta v sistemu WordPress. Pri načrtovanju smo izdelali in definirali vse korake za uspešno izdelavo spletnega mesta, od ciljev do vizualnih modelov. Informacijska arhitektura je bila izdelana s pomočjo metode razvrščanja kart. Sledila je izdelava spletnega mesta na lokalnem strežniku in prenos strani na zakupljen strežnik. Na koncu je bila izvedena anketa o zadovoljstvu uporabnikov s končnim spletnim mestom. V rezultatih in razpravi so bili predstavljeni rezultati metode dela razvrščanja kart. Ugotovili smo, da ima pri razvrščanju kart večina ciljnih uporabnikov podobno mišljenje. Rezultat diplomske naloge je bilo delujoče spletno mesto z optimizacijo uporabniške izkušnje. Pri izdelavi informacijske arhitekture smo si pomagali z metodo razvrščanja kart in s tem pripomogli k boljši razvrstitvi vsebine na spletnem mestu. Z anketo smo potrdili dobro načrtovanje in izdelavo spletnega mesta, saj so anketiranci ocenili uporabniško izkušnjo kot zelo dobro. Z anketiranjem smo tudi potrdili, da je naše spletno mesto na podlagi metode razvrščanja kart pripravljeno in optimizirano za uporabnika. The diploma thesis presented the entire process of planning, designing, and creating a website for Fizioterapija Mužar, Andreja Mužar, an independent company and mainly engaged in physiotherapy and some other services. The purpose of the diploma thesis was to create a website, based on the acquired knowledge and research of theoretical work. The goal was to create a website emphasizing an optimized user experience and, as result, gaining as many new users as possible on the site. The theoretical part included an explanation of the basic concepts, essential steps in creating and presenting systems for creating websites. Here we focused on the WordPress program in which we created the website. In the end, the concept of user experience was defined. In the experimental part, the company and their wishes were presented, followed by planning in Adobe programs, and creating a website in WordPress. During the planning, we created and defined all the steps for the successful creation of the website, from the goals to the visual models. The information architecture was created using the card sorting method, followed by creating a website on a local server and transferring the page to a live server. In the end, a survey was conducted on user satisfaction with the final site. In the results and discussion, the results of the card sorting method were presented. We found that most target users have a similar mindset when sorting cards. As a result of the thesis, there was a working website with user experience optimization. When creating the information architecture, we used the method of sorting cards, which helped to reorganize the content on the site better. We then confirmed the good design and construction of the website with the survey, as the respondents had a good user experience. We also confirmed that our site is prepared with an optimized user experience based on the card sorting method.
- Published
- 2021
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